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WITH FRIENDS LIKE THESE, WHO NEEDS ENEMIES: THE AFFORDANCES OF GAMEMECHANICS FOR THE DEVELOPMENT OF AFFECTIVE RELATIONSHIPS
A thesis submitted in fulfilment of the requirements for the degree of Doctor of Philosophy
Antimony Deor
Bachelor of Arts (The University of Melbourne)
Bachelor of Arts (Game Design) (Hons) (RMIT University)
School of Media and Communication
College of Design and Social Context
RMIT University
May 2021
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I certify that except where due acknowledgement has been made, the work is that of the author alone; the work has not been submitted previously, in whole or in part, to qualify forany other academic award; the content of the thesis is the result of work which has been carried out since the official commencement date of the approved research program; any editorial work, paid or unpaid, carried out by a third party is acknowledged; and, ethics procedures and guidelines have been followed. I acknowledge the support I have received for my research through the provision of an Australian Government Research Training Program Scholarship.
Antimony Deor
20 May 2021
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ACKNOWLEDGEMENTS
This thesis is dedicated to my grandmother, who made me promise I would acknowledge her in anything I publish.
I’d like to thank my primary supervisor Ben Byrne for being an absolute legend. He’s real goodat seeing through to the heart of things and articulating stuff perfectly. When my life had its many crisis moments, when I doubted my abilities, and when this thesis seemed completely pointless, his gentle encouragement helped me through. This thesis wouldn’t exist without him.
A thank you and an apology to my secondary supervisor Adam Nash, an actual genius who deserved a much better student than me.
I am thankful to my friend James Scott for reading whole chapters aloud to me in the final few months of editing. I got this thesis finished in time because of them.
I am indebted to my boyfriend Tim Goschnick for sticking with me through hard times, urging me to take breaks and get out of the house once in a while, and being an incredible inspiration and a true soulpal.
I am grateful to my girlfriend Tilde Joy for being patient enough to talk with me through my trickiest problems and cute enough to distract me from the rest.
The best thing that came out of this PhD was having such a thorough mental health crisis that Iqualified for experimental antidepressants. A big thank you to Aoife, Caitlyn, Sue, Jenny, Jenny, Jenny and Fenny at the Monash Alfred Psychiatric Research Centre for administering those experiments.
Lastly, I’d like to thank my cats Roast Beef, Space and Mushi for making sure I never took my keyboard for granted. Thanks guys.
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TABLE OF CONTENTS
Declaration............................................................................................................................................i
Acknowledgements..............................................................................................................................ii
Table of Contents................................................................................................................................iii
List of Figures.....................................................................................................................................vi
Abstract.................................................................................................................................................1
Introduction..........................................................................................................................................3
Chapter One: Special affects in games...............................................................................................12
Introduction....................................................................................................................................12Affection for Spinoza.....................................................................................................................13The power of Spinoza....................................................................................................................16What is a digital character?............................................................................................................20Affective structures of human-nonhuman relationships................................................................24
Humans and nonhumans......................................................................................................26Humans and robots...............................................................................................................32Freaks and normies...............................................................................................................36Philosophers and philosophers.............................................................................................37
Realness....................................................................................................................................38You say archetype, I say cliché, let’s call the whole thing off..................................................44
What’s your type?.................................................................................................................45Intertextuality.......................................................................................................................49
Affective characters through mechanics........................................................................................51Conclusion.....................................................................................................................................53
Chapter Two: Animals........................................................................................................................55
Introduction....................................................................................................................................55Why Play With Animals................................................................................................................57
Elves..........................................................................................................................................57Nonhuman Otters......................................................................................................................58Workhorses................................................................................................................................61Hedgehogs and Bandicoots.......................................................................................................65
Robots............................................................................................................................................67Piñatas............................................................................................................................................74Dogs...............................................................................................................................................76Chickens.........................................................................................................................................80Horses............................................................................................................................................85Rabbits...........................................................................................................................................89Cats................................................................................................................................................91
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Wild animals..................................................................................................................................94Conclusion.....................................................................................................................................96
Chapter Three: Enemies...................................................................................................................100
Introduction..................................................................................................................................100The enemy, a novel and successful relationship unique to computer games...............................103Enemies of philosophy.................................................................................................................106Genre............................................................................................................................................111
Fighting games........................................................................................................................111Racing games..........................................................................................................................115Stealth games...........................................................................................................................117
Enemy affects and effects............................................................................................................120Showdown...............................................................................................................................120
Enemy Spawning................................................................................................................120Player Recognising.............................................................................................................124
Fighting...................................................................................................................................127Enemy Reaction.................................................................................................................127
Penguinators..................................................................................................................130Horizon Zero Dawn.......................................................................................................134
Human Action.....................................................................................................................138Rain World.....................................................................................................................139
Dying.......................................................................................................................................142Enemy Death......................................................................................................................142Player-Character Death......................................................................................................145
Feeling.....................................................................................................................................147Nonhuman Feelings............................................................................................................147
LIM................................................................................................................................151Human Feelings..................................................................................................................153
Shadow of the Colossus.................................................................................................158Bosses..........................................................................................................................................160Conclusion...................................................................................................................................161
Chapter Four: Friends.......................................................................................................................165
Introduction..................................................................................................................................165The disappointing friends of computer games.............................................................................169Friends of philosophy..................................................................................................................172The first NPC anyone ever loved.................................................................................................176Friend affects and effects.............................................................................................................178
Co-presence.............................................................................................................................179The gaze..................................................................................................................................184Dialogue..................................................................................................................................186
Types of dialogue...............................................................................................................187Human speech actions........................................................................................................191Nonhuman speech reactions...............................................................................................196
Hot Date.........................................................................................................................201Feelings...................................................................................................................................203
Nonhuman Feelings............................................................................................................203The Last Guardian.........................................................................................................204
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Human Feelings..................................................................................................................208Better, faster, stronger friends......................................................................................................209
Oblivion..................................................................................................................................215Conclusion...................................................................................................................................219
Conclusion........................................................................................................................................222NPCs exist...............................................................................................................................222They affect people...................................................................................................................229Animals...................................................................................................................................231Enemies...................................................................................................................................233Friends.....................................................................................................................................239
Ludography.......................................................................................................................................243
References........................................................................................................................................252
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LIST OF FIGURES
Fig. 1: Concept art for the game Battle Chef Brigade illustrating how each monster can be processed into different food items.
Fig. 2: The player-character approaches a Strider, a type of robot in Horizon Zero Dawn.
Fig. 3: A zoomed-in view of a chicken coop, four chickens, two ducks, and one player-character in Stardew Valley.
Fig. 4: Rabbits frolic in The Long Dark.
Fig. 5: The slugcat of Rain World in its natural habitat (lizards visible bottom left and right).
Fig. 6: The cat of Alley Cat warily watches an enemy broom.
Fig. 7: The creature of Ball, and its ball.
Fig. 8: The player moves the ball of Ball, and the creature moves to its position.
Fig. 9: In Horizon Zero Dawn, the player can see the predetermined paths of their enemies.
Fig. 10: A happy Watcher.
Fig. 11: An alert Watcher.
Fig. 12: Three attacking Watchers.
Fig. 13: A disclaimer from the The Long Dark asks players not to shoot real wolves.
Fig. 14: An abstracted model of a behaviour tree for opening a locked door..
Fig. 15: The hitbox of a Buzz Bomber.
Fig. 16: The hitbox (yellow) and hurtbox (blue) of a Crabmeat.
Fig. 17: The hitbox (pink) and hurtboxes (red) of a Caterkiller.
Fig. 18: A Penguinator attacks.
Fig. 19: The player near Final Fantasy V’s WingRaptor, who cannot yet perceive the player.
Fig. 20: Once the player-character touches the WingRaptor, a dialogue box pops up, and the player is whisked into the battle screen.
Fig. 21: The battle screen for the player’s fight with WingRaptor.
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Fig. 22: An arrangement of squares spelling “LIM” .
Fig. 23: The player-character square (brown) moves into view of an enemy square (blue), and is attacked.
Fig. 24: The player-character fixes itself blue, and the camera zooms in on it.
Fig. 25: A player-character wonders why everyone wants to fight her all the time.
Fig. 26: The characters of Spider stare at each other.
Fig. 27: Emily Short’s example of a typical branching dialogue tree structure.
Fig. 28: The player can cheer or heckle Aldridge T Abbington in Red Dead Redemption 2.
Fig. 29: The persuasive speech-craft mini-game from The Elder Scrolls IV: Oblivion.
Fig. 30: A nonplayer character in Hades recognises the player-character, admiring them for playing the game repeatedly.
Fig. 31: The player insults a stranger for no reason in Red Dead Redemption 2.
Fig. 32: An example of a dialogue interface from The Elder Scrolls IV: Oblivion.
Fig. 33: The interlocutor of Hot Date is unimpressed.
Note: some screenshots include a small cat shimeji (a kind of desktop digital pet), referenced as Neko in Ludography.
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ABSTRACT
Nonplayer characters are some of the hardest game elements to get right. A lot is demanded of
these otherworldly counterparts. From their origin as stand-ins for absent human players,
nonplayer characters have become distinguished as their own entities, and codified into many
distinct categories. Excellent progress has been made in terms of the resolution of their
graphics, the subtlety of their movement and the breadth of their perception. The diversity of
humans and relationships represented by nonplayer characters has also improved immensely
in recent years. However, there is still work to be done.
Nonplayer characters have been studied through the disciplines of game design, psychology,
AI and robotics, and media and cultural studies. These investigations touch on the emotional
impact nonplayer characters can have on human players, but mostly focus on the perceived
humanness or believability of nonplayer characters as mechanisms for affect. However, even
when a player is not immersed in a game or finds a nonplayer character unrealistic, they can
still have an important experience. This thesis addresses the inherent non-humanness of
nonplayer characters and focuses on one of the persistent problems with nonplayer
characters: their affective capacity, or their ability to modify the player and be modified by
them in return.
Affect is a useful lens through which to view nonplayer characters, as they are things that can
act, and be acted upon. Their bodies, such as they are, are changed during gameplay. The ways
in which bodies can change in games are determined by mechanics. So a study of how
nonplayer characters can act on the player, the game world, and each other, is a study of the
kinds of relationships game mechanics can afford. As the name implies, the position of the
‘nonplayer’ character is always tied to the position of the player.
In Chapter One we explore the limits of player and nonplayer actions and the affective
implications of these limits through the philosophies of Spinoza and Plumwood. Chapter Two
examines game enemies and their unique relationship to the player. In Chapter Three, friendly
nonplayer characters are interrogated about why they are so hard to design. The final chapter
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looks at the representation of animals in games and how this representation of familiar beings
can influence human-NPC relationships. In concluding, this thesis explores a number of queer,
experimental, and indie games that use strange mechanics and uncommon roles to
demonstrate more interesting relational possibilities.
This study of affect between players and nonplayer characters in games necessarily
encompasses the power dynamics of player-nonplayer relationships. To fully appreciate the
nonplayer character, then, involves decentring the player and viewing the single-player game
world more as an ecology of experiences than a singularly human fantasy.
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INTRODUCTION
Nonplayer characters of computer games feel things. Not the same things humans feel, and not
through the same mechanisms, but taking these feelings seriously can take us to some
interesting places. It is the purpose of this thesis to show that displacing players from the
centre of the game experience can lead to weirder and cooler games that operate as
ecosystems of affect rather than hierarchical arenas. Seeing players as just one part of a
complex whole can open up new ways of relating to digital others that isn’t wholly based on
the domination of one over the other.
This thesis comes from a discontentment with nonplayer characters (NPCs) that isn’t based on
the way they look or the way they move, but rather on the ways players are asked to judge and
act towards them. It posits that more interesting relationships between humans and NPCs
could be possible if humans weren’t at the centre of everything all the time. It tries to work
towards this decentering itself by examining the affective capacities of NPCs – the ways they
change and are changed. It uses affect and ecofeminist theories to explore how subjects are
formed in games through the power dynamics of humans and game characters. Overall, this
thesis hopes to be one possible answer to the vague question ‘what if we took NPCs seriously
on their own terms’ in an effort to achieve more interesting relationships with them.
During the long course of this thesis, the term NPC fell in and out of fashion as an insult
between real human people. The diss implies that one's opponent is robotic and programmed,
can only repeat rote phrases, and has no independent mind of their own. The insult relies on
the conception of the other as an instantiaton of a class rather than an individual, and is
basically another word for ‘sheeple’. The inferences and implications of this phrasing in terms
of inter-human connection has been discussed by Dafaure, among others, but the idea that
NPCs are repetitive, soulless automatons has not been so thoroughly addressed. That such a
sentiment can be so readily accepted points to it having some truth to it, but the easy
universality of such a statement suggests that it actually might be a self-fulfilling prophecy. If
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players and designers understand NPCs as inadequate humans, less effort will be put into
creating and perceiving them differently.
Interactive, incorporeal, non-human beings are only becoming more common. Nonplayer
characters in games, helpful word-processing mascots, vtubers, virtual avatars of real devices,
virtual customer assistants, bots and chatbots, character accounts on social media, virtual
pets, virtual farm stock, shimejis and the like are already familiar to regular users of digital
media. The new relationships we have with these charming bodiless beings have not come out
of nowhere. Instead, the relationships humans have with the digital non-human are amalgams
of existing implicit knowledges and power dynamics, and have been adapted for virtual
spaces. In this way, relationships between humans and digital characters are connected to
existing ways of relating, but they are also something new and strange. While there is certainly
a link between the way humans treat their fellow reality beings and the way humans treat
digital beings, it is not a neat translation. Instead, the unique power dynamics of virtual spaces
create uncannily familiar ways of relating that hold up warped mirrors of our worlds to
ourselves.
The relationships that designers choose to encourage also say interesting things about what
they think about the implied or ideal users. The actions they program into their digital
characters reveal how they want the user to act. But the relationship the individual and the
character develop is dependent on a huge number of factors, including a character’s
representational shape, function, role and persona, the roles humans inhabit within and
without digital spaces, the expectations a human has for a character and their interaction with
it, and the possible actions the characters and humans can perform, all contribute to the
relationship between the character and the human. The relationship, in a way, has already
begun before the beings even meet. As humans increasingly come to interact and relate to
beings and objects that are designed with human use in mind, it becomes important to
examine the expectations we have for nonhuman beings.
Affect theory is an alternative to well-trod cognitive and psychological approaches to game
design that suggests new directions for the design of NPCs. The flow of affect between humans
and computer game nonplayer characters, follows a meandering path, and the relationship
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between them is a node in a network of other turbulent connections. Players invariably have
reactions, interactions and feelings about nonplayer characters (NPCs) in games, even if the
reaction is dismissive, the interaction is brusque and the feeling is boredom. Humans have
relationships with digital characters, even if they are fleeting, subtle, shallow, or of a different
type or order than the relationships humans have to the beings that digital characters
represent. Relationships with NPCs are inevitable. The affect that mechanics afford may not
exactly be what the game designer intends either: players may be more panicked about
finding a save-point than any spooky monsters (Shinkle 2), and may feel more joyful about
getting to quit and have dinner than completing the final boss. Affect is not something that can
be poured into an empty game, but an existing quality that can only be managed, intensified,
or redirected. This makes designing affective nonplayer characters a bit of a challenge, and it
also makes the study of human-NPC dynamics particularly interesting. NPCs affect people
because everything affects everything, but there are particularities in this interaction that
have not been explored thoroughly yet. NPCs are made to be affected by players, and while the
outcomes of this affect are intended to be recognisable to humans, the mechanisms through
which affect happens are strange and nonhuman.
When games researchers talk about NPCs and affect, they talk about how NPCs aren’t doing it
right yet. To many games researchers, NPCs are a collection of problems to be solved. In the
literature they are seen as inadequate in two main ways: physical awkwardness (Afonso and
Prada; Arrabales et al.; Bailey and Katchabaw; Botea et al.; Boulic et al.; Cechanowicz et al.;
Creed and Beale; Huang and Terzopoulos) and bad representation (Beasley and Standley;
Curtis; Dickerman et al.; Downs and Smith; Fox and Bailenson; Hoffswell; Ivory; Loikkanen;
Malkowski and Russworm; Martins et al.; Miller and Summers; Pulos; Shaw; SundeAn and
Sveningsson). At the core of both of these criticisms is believability. NPCs are unrealistic, both
in their association of certain types of bodies with certain kinds of behaviour and action, and
their way of moving through their world. Women don’t all have huge breasts and wouldn’t
keep trying to walk through a wall, so an NPC that represents a woman shouldn’t look or act
that way either. However, the amount of literature detailing the inadequacies of NPCs shows
that even if NPCs are disappointing, they are imbued with a sense of possibility. They are not
irredeemably broken, but everyone who writes about them wants them to be better.
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Though many games researchers fault NPCs for not being believable enough, this fault is not
entirely located in the NPC itself, but is a product of its position and action in its mechanical
and cultural environment. That humans use a mixture of social and programming codes to
interact with NPCs makes NPCs an exciting place where rules and assumptions can stack or
conflict. This makes NPCs fertile ground for a designer interested in affect. Spinoza offers a
way to tease out this tangled web of affection through his monist view of reality as comprising
of relations. His explanation of how affect is transformed into emotion through conscious
experience gives us an insight into how affective relationships between humans and NPCs are
experienced by conscious humans and unconscious nonplayer characters. The ecofeminist
Plumwood also helps to illuminate the minutiae of human/NPC relationships by defining one
of its most fundamental aspects: power. While her work centres nonhuman others like rocks,
plants, and animals, her explanation of how nonhuman otherness is created and maintained
can also apply to the design and interaction mechanics of NPCs. While computer game
designers may not have an overt intent to make computer models for ethical dilemmas, that is
often the eventual result (Schulzke 255).
From a Spinozan perspective, it doesn’t make sense to define NPCs by anything other than
their affect, as everything is “as much outside itself as in itself – webbed in its relations until
ultimately such firm distinctions cease to matter.” (Gregg and Seigworth 3). His philosophy
emphasises action – specifically, action that empowers or depresses. For Spinoza, emotion is a
result of an unconscious modification of the body that increases or decreases the body’s
relative power to act. And in games, any capacity for action relies on the rules of the game
world, or its mechanics. The mechanics of a game then, define not only a range of actions, but
also an emotional landscape.
The affective affordances of game mechanics for human-NPC relationships have not been
studied to the same extent as better representation and sophisticated movement. In games,
actions are tightly circumscribed, and everything in a game acquires an ‘effect tone’ (von
UexkuH ll 95) – an idea of how it can be used. Typologies of NPCs that clump characters together
based on their actions (Bartle 351; Isbister 229; Warpefelt ‘2016’) do so based on an
understanding that mechanics are the key underlying qualities that divide and unite.
Computer games don’t give players the ability to perform any action they want. Instead,
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players have a limited repertoire of acts appropriate to the game genre. In this way, games are
like a workplace, art gallery, party, or other place in which context defines appropriate and
aberrant behaviour – just in a very concrete way. Like the player’s human body, the player’s
affective capacity is limited by the form it takes and the world that it’s in. The nature of a game
character is that there are always only a few ways to act.
von UexkuH ll’s work on umwelt, or how beings see the world and its affordances, shows how
the actions beings take affects their perceptions of objects. The actions a player can take in a
game affects how they see the game environment, and the characters in it. As Shinkle notes,
“Affect is key to the perception of images, and to the notion of meaningful interaction with
them” (2). When all the player has is an alchemist lizard mage with a glass mace, everything
looks like a hindrance to the quest. Further emphasising the role that emotion has in the
process of recognition, Spinoza notes that desire precipitates judgement (137). Knowing that
only certain kinds of interaction are possible with NPCs changes what players see as their
affective affordances, as well as their mechanical ones.
Flanagan argues that creating meaningful situations through mechanics is much more
effective than stating it in narrative (Flanagan ‘2015’). Persuasive ideas fed to players through
dialogue and in-game text is likely to appear heavy-handed and have the opposite effect than
intended (2). Ideas presented through mechanics are accepted much more readily. Sneaking
slowly through a room of guards induces anxiety, beating a boss is a thrill, and repeatedly
failing a tricky jump is frustrating. Mechanics is seen as the serious “core” of the game, the
authentic centre which is decorated by the fripperies of art and narrative. Mechanics is often
described as the soul of a game, and it is the mechanics which classifies a game as one genre
and not another. The high status of mechanics in discussion of games means that mechanical
solutions to problems are often seen as better than narrative or art solutions, by both designer
and player. Player actions are closely tied to genre, as their names make clear – first person
shooters, walking simulators, fighting games and racing games all refer to player actions.
Mechanics shape interactions between humans and NPCs, and so have a formative role in their
relationship. The player knows that the NPC is designed by a human and controlled by
computer programming. It cannot be separated from its narrative or ludic surroundings, and
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instead functions as a temporarily embodied instance of a game-world itself. Yet the
conventions of story and sociability individuate the NPC somewhat individuated as an
affective agent in itself. It does not take much for an object to be perceived as having some
aliveness and personality (Reeves and Nass; Nass and Moon). In interactions with NPCs, the
player is always walking a line between knowing a computer’s artificial intelligence is behind
the character’s behaviour, but being called upon to act as if the character has real interests and
needs. For some players this is easy (Tavinor), but for others it brings up questions of how
best to treat others (Briggle), even when those others are fictional. The affordances of game
mechanics, then, have an important part to play in how the player can interact with an NPC
and what kind of relationship can be forged as a result. Interaction mechanics make the
difference between treating NPCs as embodied means to an end, or beings to be recognised.
The ways in which a human can affect an NPC has some bearing on how they feel towards
them.
However, what humans can do to NPCs and what NPCs can do to humans reveals a difference
of power. Players are made powerful in games by mechanisms similar to those that stratify
humans hierarchically in other contexts (Plumwood 3), while NPCs are defined by exclusions,
or what they are lacking. This difference is not harmful to humans or NPCs but indicates a
missed opportunity in the design of human-NPC relations. Dualistic conceptions of the player
and NPC (the player is real and the NPC is not; the player is free and autonomous and the NPC
is limited and glitchy; the NPC is created in ultimate service to the player; the player has an
important quest and the NPC does nothing important; the player can outrun and overcome
even the toughest NPCs with enough practice; the player has access to a larger range of action
than the NPC) are central to the problem of unsatisfying human-NPC relationships. Dualisms
aren’t always the best way to analyse everything (Haraway 6), but they work particularly well
for the simple worlds of computer games, because game design tends to create exaggerated
difference (Isbister 10). Power fantasies are fun, especially for people who aren’t ordinarily
powerful (Hammer and Baker). But power fantasies put players in a specific position and
orientation in relation to NPCs, and this allows and occludes certain affective possibilities. The
power imbalance between the implied player and NPC means that some relationships are
already closed off or directed into specific well-worn channels before the player even starts
the game. Disempowering the player, and repositioning them as part of an ecology of game
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elements instead of at the centre, offers a way to make NPC interactions more affective. The
centred NPC can offer a new participation of the other in the self.
Most writing on NPCs to date talks about them in terms of types. NPCs are made to be useful,
and this usefulness is class-based. NPCs have key roles to play in setting mood (Greer),
indicating genre (Warpefelt ‘2015’), engaging players (Mallon and Lynch) and establishing the
game world (G. Smith). NPCs in games can vary from devoted companions with broad
dialogue trees to fleeting background decorations. But generally NPCs occur not as individuals
but as species, differentiated by appearance and behaviour (Warpefelt ‘2015’; Warpefelt
‘2016’). These types are defined by the relationship they have to the player. They might be an
enemy, an ally, or a resource, or subtype of these. The types are quite rigid, and their roles
quite fixed. While this categorisation results in one-dimensional characters and shallow
interactions, it also allows unambiguous judgement and quick action by players. The existence
of strong characterisation tropes also allows for interesting subversion of those tropes.
One of the oldest and most common types of NPC is the enemy. The enemy NPC has an
antagonistic relationship to the player-character and does its best to hurt them. The player in
return attempts to affect enemies to death. Enemies are ubiquitous in games because fights
are quantifiable, thrilling, simple to learn and easy to program. The player-enemy relationship
is characteristic of many computer game relationships in that it has a win state, interaction is
smooth and straightforward, progress is measurable, and success relies on quick impressions
and a familiarity with roles.
Although enemy NPCs oppose the player, it is friend NPCs that best illustrate the power
dynamics of human-NPC interaction. Friend NPCs help the player, give them resources and
things to do and are designed to be pleasant. They are also one of the hardest types of
characters to get right. Players interact with friends in very particular and sometimes oblique
ways, ways that aren’t especially enjoyable on their own. This means that friend NPCs have to
rely on other things to affect the player. Their affect cycle is intensified by time and progress.
Animal NPCs epitomise a few important characteristics of NPCs. They are decorative, they are
functional, they are useful, and they are often used as cover to avoid issues of human
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representation (Isbister 119). They bring to light issues around what gets included in
reproductions of reality and how real-world power dynamics translate to the computer game
worlds. As nonhumans acting as another sort of nonhumans, they have a lot to say about how
humanness is constructed.
However, experiments into interesting NPCs, weird relationship mechanics and decentered
players have been attempted, and have been successful. Team Ico games (Ico, Shadow of the
Colossus and The Last Guardian) are a well-known example of affective NPCs, but queer and
indie games offer further insight into the possibilities of weird characters. The frenemies of
Moaning Columns of Longing show how to make affective antagonistic characters who
acknowledge their precarious dependency on the player. The companion of The Last Guardian
provides conditional support for the player while asserting his own boundaries, and the
absurd dialogue of Oblivion characters offers a learning opportunity about the unique charms
of NPCs. Rain World’s ecology of characters, in which the player is both predator and prey,
demonstrates a way to decentre players without disempowering player-characters. The
character of Ball refuses to recognise the player as an affective agent at all.
Early writing about nonplayer characters touted their affective abilities as empathy vehicles or
drivers of aggression. Both positions suppose that the game player is affected so much by
events in the game that they then start to engage in the same affective loop persistently, in
other situations, with other actors. The specificity of the relationship between the human and
the character in the virtual world is passed over in favour of relationships between humans in
the real world. In any case, the affective connection of player to avatar to representation of
others to real-life others has not been fully teased out, and the mechanism by which this
supposedly causal relationship operates has not been established. This thesis does not
comment on how relationships between humans and digital characters may influence
relationships between humans, but rather looks at the details of the human-digital character
interactions as interesting and worthwhile relationships in themselves.
When games researchers introduce their work they usually justify it by noting how much
money is spent on games (Afonso and Prada; Briggle; Dill and Dill; Fogel et al.; Fox and
Bailenson; Friedberg; Isbister), how much time is spent on games (Bulu; Chesney and Lawson;
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Johansson), or that people feel things about them (Blom; Campano and Sabouret;
Coeckelbergh; Fox et al.; Garau et al.; Greer). What these metrics show is that computer games
are not apart from life but are a part of life, and as such they affect wallets, watches, and
people. This thesis addresses the kinds of affect and affective loops that can be generated by
and through humans and NPCs, especially those afforded by mechanics. It will focus on
English-language or English-localised single-player games where the player controls a player-
character. Multi-player games in which players interact with other humans as well as NPCs
enable an affective experience quite different to single-player games in which the player only
interacts with NPCs, and so while a study on the affective affordances of mixed human and
robotic otherness would be fascinating, it is outside the scope of this thesis. Similarly, games in
which the player is god-like puts the player in a very particular position in relation to NPCs. If
the possibility of mutuality with NPCs exists, the best place to find its beginnings is in games
where the player moves in a world like an NPC does, in a body similar to theirs. For budgetary
reasons, this thesis will also mainly discuss examples from free games, games that fortuitously
went on sale, games the researcher already owned, or games that have already been
thoroughly discussed in the literature.
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CHAPTER ONE: SPECIAL AFFECTS IN GAMES
INTRODUCTION
In this chapter we shall take a tour of affect theory and have a look at some of the things it
might offer to an analysis of human-character interaction, starting with Spinoza and moving
on to more contemporary theorists. Through a review of current literature and quite a lot of
flowery metaphor, this chapter will try to reach a basic understanding of what a game
character is, what it does, how it does it, and even a little bit of why. Metaphors used in this
chapter include game characters as sense organs, as viruses, as coherences, as chimeras, as
robots, as puppets, as ghosts, as nonhuman animals and as conglomerations of cultural
references.
Everyone agrees that non-player characters are affective (Cole; Holtgraves et al.; Isbister &
Schafer; Korn et al.; Lankoski & Bjork; Lankoski et al.; Nass & Moon; Scholl & Tremoulet;
SchroH ter & Thon; von der PuH tten et al.; Warpefelt). What they disagree on is the ways in which
they are affective, whether players should be affected by non-player characters more, less, or
the same as they are now, and whether this affection has positive or negative, significant or
insignificant consequences for the way humans act toward other beings in reality. The
affective capacities of NPCs, like NPCs themselves, sometimes move smoothly, sometimes
meander into dead ends, and are yet to be fully appreciated.
Where great claims are made about computer games’ effects on humans, whether positive or
negative, they usually centre on the relationships that players and player-characters have with
their digital counterparts. Some, such as McGonigal, argue that games can increase empathy
and teach players how to see through the eyes of others. Others like Briggle argue that games
encourage violent behaviour and lead to objectification. In discussions of games’ broader
effect on human psychology, relationships with non-player characters are central. But the
mechanisms for these purported effects has mostly been discussed in psychological or
cognitive terms. And where the effects humans have on game characters are discussed, they
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are talked about in terms of game design and programming. With its focus on relationships
and interactions rather than individual humans, the nascent field of affect theory can provide
a unique perspective into the strange affective ebbs and flows of humans and game characters.
The majority of research in the area of relationships with human-made non-human
interactable thingies has been concerned with two things: whether violent interactions in
computer games cause violent interactions in real life (Anderson; Anderson & Bushman; Dill &
Dill; Ferguson; Gentile et al.; Sherry), and how to make robots more likeable (Bates; Ben
Mimoun et al.; Coghlan et al.; Coeckelbergh 2014; Duffy & Zawieska; Hall; Holtgraves; Jones &
Deeming; Lim et al.; Nass; Riek & Howard). These have limited but important insights to the
subject of this thesis. Media theories also has some contributions to make in regards to
representation and the perceived and actual realness of in-game actions. When game
designers get involved in this topic, research tends to be concerned with how to make
nonplayer characters more intensely affective (more threatening, more cute, more friendly,
more hateful etc) (Isbister), taxonomic surveys of the kinds of services nonplayer characters
provide to humans (Johansson; Warpenfelt and Verhagen), what kinds of people get
represented in games, and how stereotypical they are (Beasley & Standley; Burgess et al.;
Downs & Smith; Ivory; Martins et al. 2009; Martins et al. 2011; Miller & Summers), how
nonplayer characters can be less annoying in terms of dialogue (Morrison & Martens),
doorways (Huang & Terzopoulos), walking around (Botea et al), and basic awareness (Kasap
et al), and instead more helpful (Guckelsberger et al), or if digital characters can consistently
provoke specific emotions in interactions with people at all (Isbister & Schafer). That is, game
designers have mostly engaged with the question of affective interactions with nonplayer
characters by examining specific mechanisms through which affection could possibly be
improved.
AFFECTION FOR SPINOZA
Spinoza’s definition of affect asserts that every physical thing, living being, idea, mental state,
(and anything that can possibly be conceived of as an object really), can, and does, modify each
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other. The ability to change or be changed does not just reside uniquely in humans, or even
living beings, but is a quality possessed by just about everything imaginable. A human can
affect another human, but an oven can affect cake batter, rain can affect a dandelion, and a
wombat can affect rocks. Modification by other things is an inherent part of being a thing, and
relationships are part of existing, Spinoza asserts. This is how Spinoza’s particular brand of
affect theory becomes useful for this thesis. His monist flattening of subject and environment
cuts through the human-centrism of previous work done on human-NPC relationships and
offers a radical new perspective where humans and NPCs can be viewed in terms of their
effects rather than their relative moral status. And through modifying others, things
themselves are modified. It follows then, that digital characters can affect humans, and
humans can affect digital characters. And this affect, once processed through the human body,
can result in the conscious experience of emotions. But this affect, once processed through a
computer, can also result in the setting and changing of predetermined variables that instigate
particular character behaviour. So although the digital character does not have the conscious
experience of emotion, it is still affected by the human player, just as it can be affected by its
environment, or any stimulus it is programmed to be sensitive to.
Many players find the ability to affect and be affected pleasing. And pleasure, according to
Spinoza, is an emotion arising from the fact that the body has been modified to become more
powerful (138). Pain is the opposite, an emotion arising from the body becoming less
powerful. For Spinoza, what is pleasurable is what is good, and what is good is what is useful,
and what is useful is what brings the body to a greater state of perfection, and what is
perfection is being able to decisively act in line with one’s nature: “What I mean [by greater
perfection, is] that we conceive the thing’s power of action, in so far as this is understood by
its nature, to be increased or diminished” (190). Bodies always want to feel pleasure. The
experience of pleasure means that the experiencer gained a greater ability to act in the world,
to act according to their true desires. “Emotion,” Spinoza argues, “is an idea, whereby the mind
affirms of its body a greater or less force of existence than before. When, therefore, the mind is
assailed by any emotion, the body is at the same time affected with a modification whereby its
power of activity is increased or diminished” (195). Something that increases one’s ability to
act can be said to increase one’s power, while something that decreases one’s ability to act can
be said to decrease one’s power. Power, ability, and affect, then, are inextricably linked, and as
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games are primarily power fantasies (Hammer and Baker; Parkin) they are an extremely
interesting place to put affect theory to use.
Spinoza maintains that there are only three basic feelings: pleasure, pain, and desire. These
correspond to relative increases and decreases in power. All other emotions, he argues, are
just names for derivatives that arise in particular circumstances. An individual’s power to act,
then, is always tied to some emotion, as “all emotions are attributable to pleasure, to pain, or
to desire” (227) and these feelings always instigate changes in one’s ability to act: “Pain
diminishes or constrains man’s power of activity, in other words, diminishes or constrains the
effort, wherewith he endeavours to persist in his own being … pleasure increases or aids a
man’s power of activity” (155).
It can be tempting to dream of a general theory of affect with affect fields and subatomic
affectons and laws of emotion and the possibility of a giant atmospheric bomb. The
rationalistic geek culture surrounding games can invite a researcher to appeal to hard and
cool neuro- or cognitive sciences for support in their conclusions, or at least to try and sound
sciencey (as Plumwood notes, hard, mechanistic, masculine types of knowledge are more
likely to be taken seriously (117)). But the key strength of affect theory is that despite
Spinoza’s admiration of Descartes, he rejects the latter’s mind/body dualism and expertly
vaults over previous walls that have been built between physical and mental phenomena.
Affect theory is concerned with relations, and the particular objects that are in relation matter
less than the nature of the connection. It is seductive to describe affect only in terms of its final
outcomes on some machine or person, rather than the transformative process itself. That’s not
to say that a study of the outcomes of affect is irrelevant. Just that a focus on the objects and
subjects of affect brings the focus back to individual entities, when it should be about the
betweenness. That said, this thesis is not about the nitty-gritty of machine code or neuron
firing. As Nitsche notes, “the cinematic and visual rules on the mediated plane affect the
player’s comprehension of the game space … code alone is not sufficient to describe and
define game spaces and the experiences they provide” (28); game design utilises moral and
social codes as well as programming codes.
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Affect in more recent times has been discussed as something that is pre-individual, from
which emotions are only one outcome of many (Massumi). Nash has described affect as a
turbulent ocean of forces through which individuals are always about to come into being but
never settle, while Gregg and Seigworth see it as “the name we give to those forces … that can
serve to drive us toward movement, toward thought and extension, that can likewise suspend
us (as if in neutral) across a barely registering accretion of force-relations, or that can even
leave us overwhelmed by the world's apparent intractability. Indeed, affect is persistent proof
of a body's never less than ongoing immersion in and among the world's obstinacies and
rhythms, its refusals as much as its invitations.” (1). That is, affect is in-betweenness, and so is
everywhere and everything. It’s not necessarily good, and refers to the process of change as
well as the change itself. While it is colloquially analogous to ‘emotion’, in this thesis the term
‘affect’ is used more precisely as any change in the body, which may or may not register
afterwards as a conscious emotion. Affect is always occurring, because bodies are always
changing in relation to their environment. But this affect can change in direction or intensity,
depending on the objects and relationships in play.
THE POWER OF SPINOZA
“For Spinoza,” Armstrong writes, “the mark of more complex and powerful individuals is a
heightened capacity to be acted on and affected by other bodies, and that the mind’s power to
think and, therefore, to form adequate ideas, increases in proportion to its body’s capacity to
be acted on” (57). Gatens further observes:
“how it is we become conscious of our power to affect and be affected in ways that
cause joy or sadness, that is, in ways that involve an increase or decrease in our feeling
of power. The more our actions emanate from within us rather than outside us then the
more powerful and free we are and the more we experience joy. The capacity to act,
rather than be acted on, to express one’s own nature rather than merely reflect or react
to the nature of another, is an expression of one’s freedom, power, virtue or conatus.
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Throughout the progress of the Ethics, these terms come to stand in an almost
synonymous relation to each other” (Gatens 199)
Like humans, what is properly inside and outside an NPC is debatable. But determining
whether an NPC is self-motivated is a little easier than it is for humans, because (if the game is
open-source or if the code has been released), the code for the NPC and the game can be
analysed to see how sensing and acting works, and where it occurs. So whether actions
emanate from within an NPC’s ‘self’ or from outside can be determined by looking at its code
(though as Nash notes, the protocols by which a digital entity acts are always determined by a
human in the end (4)). But an NPC does not feel joy, the experience of power or freedom,
because it doesn’t care what makes it act, whether it acts at all, or whether it is acting more
effectively. However, as Gatens notes, the feeling of power may not always relate to whether
one actually does have power:
“Many of our affects give rise to feelings of power that may be largely imaginary. Yet
these imaginary feelings of an increase in our power may indeed increase our power to
act, though this is likely to be in an erratic and unreliable way. Such joyful affects may
easily be reversed and hence become sad and debilitating affects.” (Gatens 199)
Players have less power in a game than they do in other contexts, since they can only perform
very few in-game actions. They can purchase a sword, run outside, and kill a wolf, but they
can’t go to the post office, make friends with a wolf, or have an interesting conversation with
anyone. The power they do have is the power to act without consequence. The few in-game
abilities they can perform intensify quickly and noticeably, so the feeling of gaining power is
strong, even if the player is doing the same thing as they were an hour ago.
‘Power’ is a tricky word though, because it refers to so many types of difference. Spinozan
power is a quality of an individual (insofar as there are any individuals in this swirly world of
constant transformation (Armstrong 60)) rather than something that someone has over
someone else. But games trade heavily in power as both individual and relational qualities. A
player has the power to shoot a fireball at a policeman both in the sense that they are able to
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do it and also in the sense they are able to get away with it. Power-to and power-over are not
so different in game worlds.
Digital characters are powerful in a number of ways. They are creatures of electricity, many
can perform superhuman feats, and they can compel other beings – as we will see in a
discussion of Horizon Zero Dawn’s hierarchical system of oversouls. But what Spinoza means
when he talks about power is the strengthening of the ability to act, and particularly to act in
ways that express one’s true self. As Armstrong observes, a Spinozan view of the self is more
about alignment and the maintenance of clear, strong flows of affect than of clear boundaries
between self and other: “If the Spinozist individual is her ongoing bodily and mental relations
with the surrounding environment, it follows that not all otherness can be regarded as
external to her. Spinoza’s relational conception of individuality involves a fundamental
rethinking of concepts of interiority and exteriority that are premised on limiting the borders
of the self to the spatial boundaries of the anatomical body or the self-enclosed confines of
Cartesian consciousness” (56). The digital character, which has a body (as it were) distributed
between various subroutines, visual display, cultural stereotypes, genre expectations,
electricity and pixels, poses no problem as a subject of affective analysis.
A digital character, then, does not have to be conscious or human-like to have and wield power.
It only has to have some essence to preserve, some preferences to align to. Armstrong notes
that Spinozan otherness is more akin to friendship and mutuality than physical proximity:
Interiority and exteriority are instead redefined in terms of what “agrees” or
“disagrees” with the individual’s identity. What is internal to the individual is that
which agrees with her nature in the sense that it contributes to her self-maintenance or
augments her power. On the other hand, what is external to the individual is that whose
nature is contrary to her own in the sense that it opposes her striving to persevere in
her being (E, III, Props 4 and 5). Thus, my relations to others who “agree” in nature
with me are internal to me, whereas the virus in my body, although it is spatially inside
me, must be regarded as an external cause.” (56)
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Affect in digital spaces then, has to do with the power to perform tasks that align with one’s
character. But because the player’s character is at the centre of events, this usually results in
power over others. When games are referred to as power fantasies, the power that is
fantasised is both physical power (to jump high, to run tirelessly, to fly, to punch real hard) and
relative power (to order around, to disregard, to train, to punch real hard). It is inevitable that
in achieving one sort of power, the other will follow.
Game designers appear to have taken Spinoza’s idea of power completely literally, and so
sandwiches, swords, skills and social interactions affect the player’s power instantaneously,
linearly, and measurably. Many single-player games start the player in an outsider position of
relative powerlessness (a prisoner, an outcast, a visitor, an amnesiac; level 1) before the player
is set free to become the mostest bestest person ever in the game world. This transition of
nobody to VIP parallels the player’s mechanical experience (of clumsy controller fumbler to
combo-move master), and exaggerates the ubiquitous story of rags to riches that many games
rely on. However, the player already knows they are better than digital characters, because
they have organs and free will and things, so the initial situation of being low in a game’s social
hierarchy can never be very intense. What can be felt, though, is the inevitable demonstration
to the inadequate inhabitants of these petty worlds that the player was better than them all
along. The function of the power fantasy is not to make the player feel more powerful, but to
confirm their existent power. Power, then, is revealed as contextual.
Games are commonly referred to as power fantasies (Hammer & Baker; Parkin; Pellechi). They
are admired for their ability to make players feel competent and accomplished in a world
where many feel the opposite. But a game world is a place where a human can barely perform
any actions at all, nothing of importance is affected, and any actual changes made are
reversible with the right save file. Schell notes that in games, a player’s “verbs” are limited,
that is, “Games usually limit players to a very narrow range of potential actions, while in [book
and film] stories the number of possible actions that characters can engage in seems nearly
limitless” (143). Yet the act of temporarily inhabiting the body and role of a being who is
relatively powerful to their context is compelling. Player characters can do very gymnastic,
destructive or creative actions beyond the abilities of ordinary people in non-game contexts,
which is super cool. But it’s quality over quantity; they can’t perform the thousands of acts
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that an ordinary human can. The power fantasy certainty isn’t the fantasy of being able to
perform a wide range of motions or act outside of genre. It is the fantasy of differential. Player
characters have limited abilities but nonplayer characters have even fewer. Players are able to
affect the game world, and to be affected only in ways they expect or consent to. By definition,
any (designed) obstacle encountered can be overcome and any enemy bested (even if it
involves some tedious grinding). A game constricts a player by giving them limited abilities
and usually an intended narrative, but once entering that pond, a player is the biggest fish. The
power fantasy isn’t to increase power, but to have more power relative to others. And the
easiest way to do this is to make a game in which the abilities of the nonplayer characters do
not match that of the player. A player goes into a game wanting to be affected, and wanting to
have a meaningful effect on others. Game characters could easily be unbeatable (as Eichner
points out, this is standard for child characters) but this would not serve the affective aims of
the designer or player. A game like Ball, in which the player can have no meaningful effect at
all, is boring to some and infuriating to others. A game like LIM, where enemies hold all the
cards, still gives the player unique abilities. The 1962 nim-based game Marienbad in which the
player plays against a computer opponent was actually unwinnable and apparently both
frustrating and addictive to play.
WHAT IS A DIGITAL CHARACTER?
Strict definitions aren’t too helpful here, but generally, NPCs are characters in a computer
game whose actions are not directly controlled directly by a human, but determined by
computer programming. Digital characters are chimeras of programming code, invisible
skeletons, bitmap textures, animation operations, mental associations, narrative conventions,
variable stories and stored variables. They can be seen, heard, manipulated, conversed with,
petted, helped, fought, killed and eviscerated – but not smelled, tasted or touched (toys-to-life
games notwithstanding). They cannot suffer, die, rejoice, or be free, though they can
decompose and transform into something else. They have recognisable faces but are hollow
inside, having no inner world, no subjective experience and no autonomy or will of their own.
They have no life or interests, but players are called to act as if they did. Players interact with
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digital characters in familiar ways, using everyday social tools: talking, exchanging objects,
gentle or violent actions. Digital characters may be affective because they look cute or
threatening, but they are also affecting because players are called to act towards them in
caring or aggressive ways. They are coherent beings in that they cohere out of multiple things
and this conglomeration is recognisable within subject-object frameworks as a distinct
individual. While game characters cannot be said to be conscious (or, in Spinozan phrasing,
operate with adequate causes (129)), and they don’t have emotions (modifications of the body
of which they are aware (130)), this does not matter in terms of defining them as beings, as in
a Spinozan view, “bodies are distinguished from each other in respect of motion and rest,
quickness and slowness, and not in respect of substance” (93).
From the point of view of a designer, it can be convenient to view nonplayer characters as
beings as individual as the player, both for the benefit of code and for the benefit of making
realistic characters. Schell asks “whether virtual opponents, from a game mechanics
standpoint, should be thought of as players” (138), and suggests “from a private/public
attribute point of view, it makes sense to consider virtual opponents as individual entities on
par with players” (138) (‘public/private’ being a programming term referring to the location
that details are stored). While a digital object cannot “know” something, saying that Pacman's
ghosts know the location of Pacman can be a useful construct when designing pathfinding
ability. Even if players don’t think of digital characters as agents, it can be useful for designers
to conceptualise them that way, to design their behaviour.
Digital characters cannot think and are not conscious, a quality which is used to differentiate
between ‘the thinking being and mindless nature, and between the thinking substance and ‘its’
body, which becomes the division between consciousness and clockwork’ (Plumwood 116).
The common perception of digital characters as bodies without minds leads into well-trodden
territory. This territory is a Cartesian paradise. But just because characters do not think does
not mean they do not perceive and sense their world. The NPC is often dismissed as an empty
shell– a ‘body … [which] becomes an empty mechanism which has no agency or intentionality
within itself, but is driven from outside by the mind’ (115).
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Seeing NPCs as hyper-separated Others subsequently allows them to be folded into the
player’s Self. Once characters are seen as mindless bodies wholly different to the player they
are “alien to the self, [which] excludes the possibility of mutual recognition or exchange’
(Plumwood 117) and can be exploited, that is, subsumed. This dualism is ‘a mode of attention
to the world which denies dependency and kinship between observer and observed’ “(123).
This practice is built into the design of game relationships. Digital characters exist to be
incorporated into the player’s self. The mindless character exists to be used, like a toaster, or
any other machine. Thus the townsperson becomes a source for a quest, the rabbit becomes a
source for rabbit meat, the angry wolf becomes a source for entertainment and a source for
wolf pelt, the ally a source of free labour. They become property to be owned, territories to be
annexed into the larger body of the player. In these subject-object relations it becomes difficult
to ‘grasp the aliveness of the other … [it becomes] a relationship of opposition and power’
(Plumwood 122). It is hard to imagine true dependency and kinship between beings as
different as a human and a fictional digital character. It is difficult to see how they could be
comparable at all. But this thesis is not arguing for game character liberation. Changing player
and designer mindsets towards digital characters opens up possibilities for new kinds of
relationships. There is no need for general equality between humans and digital characters,
but better relationships can develop when humans and characters are interdependent during
a time, or equal for a task.
Digital characters are almost always representations of other beings. Their appearance or
behaviour can be a cue for the player in learning how to interact with them. Therefore part of
what it is to be a digital character is to be a referent to other things. They are evocative. They
are a stand-in for something else. Like moths with eye-spotted wings, they are unknowing
carriers of meaning. And like the blackbird who is startled away from his lunch, the human
player automatically registers the friendliness or dangerousness of the digital character’s
presentation. This is a key part of their affective ability. Isbister notes that agreeableness and
dominance are two of the most basic judgements a human makes when they first meet
another being (25), and states that this first impression is hard to modify. The player is
affected by the ideas the character evoke, as well as the object in front of them. Spinoza notes
that what is evocative for one person may not be for a different person (163), and so digital
characters rely on specific shared cultural settings for their meaning. But characters also face
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an opposite pressure to appear unique, as “an object which we have formerly seen in
conjunction with others, and which we do not conceive to have any property that is not
common to many, will not be regarded by us for so long, as an object which we conceive to
have some property peculiar to itself” (Spinoza 164). The appearance of the character then,
must find a balance between being familiarly intelligible and strikingly new. Spinoza’s first hot
design tip, then, is to make characters look more or less unusual depending on how much you
want them to affect the player with “veneration” (preoccupation with a uniquely lovely object)
or “consternation” (preoccupation with a uniquely hateful object) (163).
This is demonstrated nicely by Adam Nash’s Moaning Columns of Longing in the online virtual
environment Second Life. This interactive artwork shows that beings do not even have to be
visually representative of a living thing in order to be affective. Nash describes the work as
such:
“When a user’s avatar approaches the work, a virtual ‘column’ is spawned, glowing
white and spurting glittering particles of joy while it declares its undying, faithful love
for the user via the ‘chat’ facility built into the interface. Once the user leaves the space
(that is, logs out), the column starts sending more and more emotionally manipulative
emails begging the user to return. Every hour that the user does not return to ‘touch’
the column (‘touch’ is the Second Life interface analogy used instead of ‘mouse click’),
the column becomes a little duller, a little shorter, and starts emitting a moaning sound
that becomes louder as the hours pass. The hourly emails become more desperate and
more emotionally demanding (“without you, I will die”). If the user does not return
within 24 hours, the column will ‘die’, that is, in technical terms it will be deleted from
the database permanently. If the user does return to ‘touch’ the column within 24
hours, the column returns to its full height, glowing brightly and rejoicing loudly over
the chat channels, “[username] loves me! My existence has meaning!”. Over the couple
of years this work was in operation, some users maintained their columns for months
at a time.” (Nash 2012 24)
This column is a geometrical structure, makes no claims to be anything but digital, and its
non-existence has no deleterious effects for the player’s game. The columns certainly aren’t
believable as anything other than a digital object with chat capability. But the response of
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Second Life players indicates that there are other factors than believability in the affective
capacities of digital characters.
Hui’s Aristotelian analysis of digital objects provides a contrast to affective analyses. He argues
that digital objects, including digital characters, are completely different from natural objects,
and are perceived and treated as such automatically. Natural objects are objects which are
perceived, comprehended and appreciated as existing in a world of unified meaning, and have
a ‘thingness’ about them – a sense that there is such a thing as being that thing. Although
digital objects appear to be natural objects, at a closer look they have no core. They “appear to
human users as colourful and visible beings, yet at the level of programming they are text files;
further down the operational system they are binary codes, and finally, at the level of circuit
boards, they are nothing but signals generated by voltage values and the operations of logic
gates … we may end up with the mediation of silicon and metal” (29). Hui argues that since a
game rabbit has no physical location, shape, colour, firm physical presence or fixed appearance
it is more akin to a set of instructions or an idea, than a real rabbit.
This perspective, however, does not detract from affective ways of thinking about digital
objects. While Plumwood would observe that a focus on definition creates the potential for
overdetermination and so stratification and hierarchisation (53), whether digital characters
have a solid thingness actually doesn’t matter in the question of whether they are affective
(though maybe Aristotelian players will only have platonic relationships). Although characters
might be an idea or a tool, unconscious and incorporeal, they can change, and they can be
made stronger or weaker. Even a virtual rock in the corner of the most unrealistic and obscure
game can be part of affective relations, if it is destroyed, if it provokes some idea in the player,
if a character navigates around it, if it is shown in pixels on a screen, if it is glitched by some
corruption of the game program, if an artist spent some time on it, if it becomes a meme.
AFFECTIVE STRUCTURES OF HUMAN-NONHUMAN RELATIONSHIPS
The promise of games is that of an affective exchange – that in return for affecting the game
world in certain ways the player will receive certain affective rewards. For this to work, both
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the methods and rewards have to be unambiguous. Discourse around affective nonplayer
characters define the value and success of a character by how intensely it affects the player
with affects intended by the designer. There is pressure to make characters that always affect
players in predictable ways. Like getting characters to pick up and hold teacups daintily, this
often requires either a lot of complex programming, or a cinematic specificity of position and
inflexibility of movement. In his study of perception and meaning, the biologist von UexkuH ll
suggests that objects acquire ‘tones’ of potential action, specific to the species and individual
looking at them. A cat might see a laptop as an obstacle, or a warm sleeping pad, for example,
while a human might see it as entertainment or a workplace. If the cat has been taught that
they’ll get in trouble for sitting on the laptop, the tones of the laptop can change. ‘Tones’ of
potential relationships also exist when it comes to digital characters. Affective flows between
players and nonplayer characters are channelled in certain directions by player expectation,
genre convention, and a certain homogeneity in design. Many things other than the immediate
interaction colours the relationships of players and characters. As Leino notes, the overall
attitudes, mood and mindset of the player affect the potential affections between players and
characters. As well as mechanical affordances, games also have affective affordances in that
players may perceive that only certain relationships are possible with nonplayer characters.
“Consciousness is always directed toward objects and hence is always worldly, situated, and
embodied” (543) states Ahmed, indicating that humans are always attending to an object,
always oriented towards a thing, and so consequently, oriented away from other things.
Further, Ahmed argues that the value of objects is culturally determined, and that “being
directed toward some objects and not others involves a more general orientation toward the
world. The objects that we direct our attention toward reveal the direction we have taken in
life. If we face this way or that, then other things … are relegated to the background” (547).
Since humans cannot possibly perceive everything all at once, some objects will always be
more attended to and valued more than others. If games intend the player to attend to some
things more than others, or take a position in relation to others, this reveals what they want
the player to value and ignore.
Feelings cannot be quantified as precisely as a high score. But display of intense emotion is an
integral part of social gaming, game criticism and marketing, and new genres of serious or
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meaningful games seek to expand the range of emotions that games can ‘produce’. The
utilisation of affective game design reaches its zenith in gamification. Gamification promises
that the affect ‘produced’ by games has long-lasting benefits for productivity in the workplace
and at home. This works towards emotions, Ahmed argues, being “re-presented as a form of
intelligence, as ‘tools’ that can be used by subjects in the project of life and career
enhancement” (3). Games as productivity tools promise to cultivate “good emotions”, which
“remain defined against uncultivated or unruly emotions, which frustrate the formation of the
competent self” (3). Some games then, promise to be so affecting that they can change the
player into something better. But as paolo of MolleIndustria observes in his critique of Games
for Change, this ignores games’ status as “objects we can think with” in favour of them being
seen as “mere vectors for messages to be dumped into players’ brain”.
Players are put into particular positions so they have certain orientations relative to
characters, and relationships have certain tones, even before they meet. This is inevitable to
some extent, but the particular positions, orientations and tones intended by designers often
mirrors those of non-game contexts.
HUMANS AND NONHUMANS
The Australian ecofeminist philosopher Val Plumwood posits that Western cultures are
infused with the mindset of hierarchical dominance, in which a few are the master and many
are the servants. This mindset places living beings in categories, arranges these categories in
hierarchies, and then draws associations between categories and conclusions about
individuals from these placements. Plumwood’s insight that non-humans can also be included
in this dynamic, such that animals can be judged as passive as females, as irrational as the
colonised, or as unproductive as children, illuminates a reason/nature or human/environment
binary. This leads to some interesting places when applied to constructed, human-designed,
but nature-referential, digital spaces.
Plumwood notes that there is a common pattern to domination, whether it is men’s
domination of women, the coloniser’s domination of the colonised, or humans’ domination of
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nature (141). In all processes of domination, instrumentalising the dominated is a key step.
Defining instrumentalism, Plumwood writes:
“Instrumentalism … is the kind of use of an … other which treats it entirely as a means
to another’s ends, as one whose being creates no limits on use and which can be
entirely shaped to ends not its own … a mode of use which does not respect the other’s
independence or fullness of being, or acknowledge their agency. It recognises no
residue or autonomy in the instrumentalised other, and strives to deny or negate that
other as a limit on the self and a centre of resistance.” (142)
This process is also apparent in computer games. But in an interesting twist of fate, computer
games and the others within it are actual instruments. It is difficult to argue against
instrumentalising an instrument. There is no self to recognise, there is no agency to crush,
there is no will to bend. Researchers who have identified this pattern find themselves falling
into one of to two classic arguments: “isn’t it bad just to do these things even though no one’s
being hurt?” (Whitby) and “maybe just acting in this manner is harmful to the actor’s moral
character?” (Briggle). But there is a third objection to be made against games’ perpetuation of
the mastery mindset: it’s overdone and boring. When Plumwood observes that “the structures
of self involved in human domination and colonisation are reflected, repeated and confirmed”
(142), she refers to human relations with nonhumans like animals, mountains and glaciers.
But these structures are also “reflected, repeated and confirmed” in humans relations with
nonhumans like nonplayer characters. Unlike animals, mountains and glaciers, nonhuman
nonplayers are not harmed by this relation. But as a result of it, they are dull. Game characters
could be more interesting if they moved away from this familiar dynamic.
This positioning of players and nonplayer characters in a hierarchy influences the affective
flows possible in a game in two ways: the means through which players and nonplayer
characters can affect each other, and the specific affects that result. The steering of affect into
completely chartered waters has consequences for the construction of the player as a being in
the game and the subsequent relations they can have with nonplayer characters. One of the
consequences of this is the creation of the player as a being separate and superior to other
beings in the game. Quoted in Plumwood, Benjamin notes the construction of the independent
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self requires the management of affect and specifically the management of affect flows: the
self “continues to move in the realm of subject and object, untransformed by the other. The
self says ‘You cannot affect or negate my identity, you can only be the object of my assertion’”
(145). Plumwood continues: “In instrumentalised relations to the other, the self takes no risks
but is not open to real interaction with the other, because the independence of its desires
makes the dualised individual a closed system. The definition of the other entirely in relation
to the self’s needs means that it is encountered only as incorporated by the self” (145). The
player-as-master results in nonplayer character being defined in terms of the services they
provide to the player, and player-characters as individuals isolated from mutual dependencies,
being positioned as outcasts, prisoners, orphans, chosen ones or otherwise outsiders. This not
only lets the player experience the exciting narrative “I used to be the least cool guy but now I
am the most coolest” but excuses them from any kinship, or even civil, obligations. The
nonplayer character becomes something that is affected more than it can affect, except as a
tool the player uses to affect themselves.
Dominance need not appear in the forms of exploitation, cruelty or hostility. It only requires
that the dominated are seen in opposition and irreconcilable to the dominant. Plumwood
suggests that there are a few methods used to maintain this situation. Backgrounding involves
“treating the other as background to the master’s foreground” (48), denying the importance of
the other and their work, or dismissing them as not worth attention. Hyperseparation is a way
of emphasising difference between two beings, magnifying any differences and minimising
continuity. It results in the idea of essential natures “which explain and justify widely differing
privileges and fates” (49). Incorporation makes complementary and opposing these essential
natures; what the master is, the slave is not, and vice versa (52). The lower in the hierarchy “is
construed not as occupying a space on her own account, but as enclosing a space for another”
(52). Instrumentalism is the most relevant for this thesis. Instrumentalised others “are
conceived of as his [a master’s] instruments, a means to his ends … [the master] does not
recognise them as moral kin, and does not recognise them as a centre of desires or needs on
their own account … the underside has no intrinsic value, is not for-itself but is merely useful,
a resource” (53). Homogenisation imagines the dominated class as all the same, all alike.
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This all sounds very serious for a discussion of silly computer people. But even though
nonplayer characters don’t have feelings and can’t be hurt, they can still be part of the same
familiar logic that affects other kinds of relationships in other spaces. Nonplayer characters
are always defined by a lack – they are not the player character. Nonplayer characters are quite
different from humans and probably shouldn’t be given equal rights. Plumwood notes that
“dualism should not be seen as creating difference where none exists. Rather it tends to
capitalise on existing patterns of difference, rendering these in ways which ground hierarchy”
(55). And because there are differences between human players and nonhuman nonplayer
characters, this logic finds an easy place to settle in.
Plumwood asserts that objects should not have to be human-like in order to be respected as
agents (136). She argues strongly that nonhumans should be appreciated on their own terms
without having to demonstrate relatable human characteristics like consciousness, self-
awareness, speech, souls, or aliveness. Searching for such things to admit nonhumans into the
human moral community, she says, denies the essential otherness of the other. It means that
nonhumans can only be appreciated by how similar to humans they are, further entrenching
the primacy of the human. What we need, Plumwood suggests, is a way of conceiving others
that does not rely on the humanness of the nonhuman, but a recognition of kinship and
directed activity. Here’s where it gets tricky.
Plumwood does have criteria to allow certain kinds of things into her moral community. And
her distinction is whether the object can demonstrate an intended direction: an intentionality.
‘The Coca Cola bottle when individuated as part of a human instrumental context is not
(or not without a further context) framed intentionally, and we can neither hinder nor
assist its journey. Unless it is individuated as an artefact, that is, subsumed within a
context of human agency and intentionality (in which case it is subject to the
considerations of intrahuman ethics), there is no obvious intentional context to place it
in. Unless we can find one, it has no direction of travel, and all outcomes with respect to
it are indifferent. But the glaciated valley can easily be conceived as such an intentional
system, if considered as part of a directional, developmental process of the earth, and
we might both hinder its journey and stop it telling its story by damming it ’ (138).
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However, this relies heavily on the imagination of the human observing the object. Coca Cola
advertisers would no doubt tell a wonderful story about the plucky little plastic bottle and its
deep desire to be purchased for money. What beings are deserving of respect can be a matter
of marketing. Games offer an imaginary, low-stakes spaces where humans encounter a variety
of nonhumans and experiment with different ways of relating to them.
According to Plumwood, a nonhuman should not be treated with respect because it will be
grateful, a spiritual force demands it, or that it is secretly a human underneath its
fur/bark/bitmap texture, but because acknowledging kinship with nonhumans is a more
interesting, accurate, and fulfilling way for humans to be in the world. Recognising nonhumans
as kin does not mean their needs have to become ours or our aims in life have to be the same
(214). ‘We can be delighted that our local bandicoot colony is thriving without ourselves
acquiring a taste for beetles’ (160) after all. But kinship demands questions: “We must
interact, but how far as I entitled to assert myself against or impose myself on the other? We
must adapt to each other, but is one party always to be the one who adapts the other other to
be adapted to? How much must we leave for the other? How much can we expect to share?
Here there is not just one play of exchange between self and other, but multiple contextual
ones” (139). These questions have one predetermined answer if one is the master and the
other is the dominated, but a multiplicity of answers is possible in a framework of respect.
And these answers might not be fluffy happy ones either. Haraway notes that “none of this
work is about finding sweet and nice - “feminine” - worlds and knowledges free of the ravages
and productivities of power. Rather, feminist inquiry is about understanding how things work,
who is in the action, what might be possible, and how worldly actors might somehow be
accountable to and love each other less violently” (7). This suggests that in order to create
digital nonhuman that are not just tools to achieve a prearranged outcome, these characters
must be created with independent needs which are contextual to the game world and not the
player. They must be “autonomous intentional systems” (Plumwood 138) and presented that
way to the player.
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But the question of whether a designed object can be recognised and respected at all is still
under doubt. Briggle identifies limits on power as a necessary component of relating to others
well. He argues that when games position human players as powerful, they may be hindering
players’ ability to relate to others virtuously, or even recognise them as others at all (172).
Because respecting otherness requires one to place limits on oneself in recognition of
another’s needs, powerful game players are not recognising digital characters as others
because they do not have to limit themselves in interactions with them. Briggle argues that
losing control, facing long-term consequences, and running up against limits may provide the
frustration that gives the experience of otherness its virtue-promoting qualities (172).
Furthermore, the otherness of games is not a real otherness, but only a kind of humanness:
“computer games often provide experiences in which we are everywhere surrounded by
ourselves – our own creations that are controllable, instantly disposable, and re-creatable”
(172). Digital characters then, are not ‘other’ enough to be worthwhile for Briggle. They are
not properly non-human because they have been designed by humans for humans. For Briggle
the nonplayer character can never be recognised as a being, both because the player is always
too powerful to be able to recognise it, and because it has none of the true alterity of the
natural world. The power dynamics seen in games, then, are inevitable, because reconciliation
with a true other is not possible.
Plumwood argues that in order to relate well to nonhuman others, things other than
rationality, consciousness or ego must be recognised as comprising their personhood. Game
characters are not reasonable or possessing of adequate ideas, as Spinoza would put it, but
they do have logic and intention. It’s often a murderous intention, but it’s a clear one. And
intention, Plumwood suggests, could be a contender for a recognition of personhood not
based on similarity to humans. As Bates has noted, a fictional character having a clear need
also helps humans relate to them better. Plumwood acknowledges that “full intersubjectivity,
requiring the mutual recognition of sameness and difference in dynamic interplay and the
sharing of similar conscious states, may only be possible between humans and humans for
some states” (213) but observes that there are other sorts of mutual interaction that occur
between humans and creatures with no linguistic (babies), subjective (plants), or dignified
(kittens) ways to relate. The way humans can most appreciate and relate to others requires
holding the self and other in balanced tension; “the resolution of dualism requires, not just
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recognition of difference, but recognition of a complex, interacting pattern of both continuity
and difference” (67).
The affective structures that exist between humans and nonhumans in reality are paralleled in
relationships between humans and nonhumans in computer games. The same logic of
dominance that characterises capitalist interactions with the natural world is replicated in the
attitudes players are encouraged to take towards game environments. Players’ treatment of
nonplayer characters mirrors how master/slave dynamics work in real contexts. It’s nice that
Western civilisation has finally found something to subjugate that isn’t morally problematic at
all.
HUMANS AND ROBOTS
Whitby suggests that there are ethical implications to consider when robots (including
incorporeal robots like NPCs) interact with humans in a human-like way. When robots
resemble humans in physical appearance, in behaviour, or in social role, Whitby argues,
humans have different expectations from them, and obligations to them (3). Even if the robot
is not sentient, even if it can’t experience suffering, even if it is the property of a human, and
even if the human owner knows it cannot suffer, as long as a robot is human-like in one of
these three ways it occupies a particular ethical place, and is owed some consideration. This is
especially the case, he asserts, when it comes to damage and destruction. The destruction of
ordinary objects, at most, represents a waste of resources (2), but human-like robots are owed
more grace due to their greater capacity to affect humans. Because human-like robots have a
greater capacity to affect humans more than other objects, Whitby argues, more care must be
taken in interactions with them so the feelings of humans aren’t hurt. But it also works for
pleasurable interactions too. One must be careful in one’s dealings with robots so that they
don’t affect you too enjoyably either (otherwise you might find yourself preferring them to
humans). In Whitby’s view, you must be careful with human-like robots, because they may
make you feel too much in either direction.
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Coeckelbergh notes that humans generally do not think of robots as having moral status and
would have a hard time arguing that they have any kind of moral agency or that we have any
particular duties towards them. “Robot rights” seem silly to ascribe to beings that are “mere
machines” (The moral standing of machines 62). At the same time, however, people who
interact with robots often do just this. They act kindly to the robot, take into account its
perceived interests, and generally act politely. They ascribe emotions and intentions to the
robot, take care not to ‘hurt’ the machine, or even love and care about it (62). There exists a
big difference between what people think about the abstract moral standing of robots, and
how they actually behave towards robots in real life. Coeckelbergh argues that this is because
humans interact with robots not based on properties like sentience or sapience, but
relationally: a robot appears different to different people at different times, and its moral
status depends on its place in an existing web of social relations (66). He also notes that “We
already know the entity as and since we are already standing in relation [to robots]. There is
already a relation before we talk and think about the question of moral standing or moral
status. At the moment that we think about moral standing of the robot, a linguistic, social,
material, etc. relational structure is already in place, has already grown, which for example
make us think of the robot as a ‘machine’ or an ‘it’ rather than a ‘companion’ or a ‘he’.” (70)
[emphases in original]. This is because “Our personal construction of the robot is influenced
by the way our culture constructs machines, and this construction is not only a word process
but also a living process, it emerges from a living and changing whole we call ‘society’ and
‘culture’ … When we talk and write about moral standing, we do not start from a blank slate”
(69). Interactions with robots are coloured from the beginning by ideas about robots found
elsewhere. Opinions about whether robots are machines, toys, beings, worthwhile, interesting,
morally significant, etc., have already been formed in an individual’s mind, and can only be
confirmed or made complicated.
Kate Darling has demonstrated that robotic toys can be the object of genuine adult sympathy
and affection. In an experiment designed to discover the limits of human empathy, groups of
adult humans were given fluffy robot dinosaur toys to play with, and then after a period of
time were told to torture the robots to death. Darling found that the humans were unwilling to
harm the robots, even though they were aware the robots would not suffer. This effect was so
pronounced that even bribing the participants with money and promising that their own
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robots would be spared if they destroyed another person’s robot were fruitless. It was only
when the participants were told that all robots would be put to death if a sacrificial robot
dinosaur victim was not chosen that the humans acted to destroy a robot (Darling 12).
Although group dynamics, disapproval of material waste, and the toy’s fluffy materiality are
factors that do not apply to single-player computer games, Darling’s research suggests that
humans can very easily sympathise with artificial beings that are obviously artificial and can
suspend disbelief (see also Duffy and Zawieska on this point) to relate to robots.
In a less playful context, the performance artist Verdonck creates machines that work
themselves to death. These machines are not representative of living beings – they look like
car parts, they move jerkily, they have no capacity to sense the world or make sense of it. In
Verdonck’s Dancer series, they dramatically whirr, flail and grind themselves to obsolescence,
their purpose in life the cause of their death, their work working against them. Their only
function is to destroy themselves. As they break down with metallic screeches, wobbles and
smoke, their plight seems somehow tragic. They are the inevitable cause of their own
downfall. These are not humanoid robots – one of them is literally a car engine on a plinth. But
their drawn-out, ironic demise, their human size, and their setting in an art gallery rather than
under the bonnet of a car make them objects of sympathy, encourage comparison and
reflection, and even appeal to narrative archetypes. Verdonck’s work shows that beings do not
even have to appear or function as living things in order to be affective.
The researchers above torture robots in order to elicit feelings in humans. They affect
machines in the aim of affecting humans. The machines’ capacity to be affected is itself an
instrument of affect. In this, they demonstrate that the meaningless suffering of machines can
be made meaningful when it is associated with ideas of good moral character (a truly nice
person couldn’t even harm a robot), made analogous to human situations (the robot fruitlessly
working itself to death seems familiar), or call on archetypes and narratives (the robots’
programming leading to its doom seems Oedipal or Tragic). So while a human-like appearance
and even function is not required in order for a being to appear affected and be affective, a
human-like story or role is. As Spinoza tells us, “by the very fact we conceive a thing, which is
like ourselves, and which we have not regarded with any emotion, to be affected with any
emotion, we are ourselves affected with a like emotion” (147), and as the researchers and
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artists above tell us, what we consider to be ‘like ourselves’ does not have to be a human
appearance or behaviour, but rather a familiar story.
Humans do not have to recognise things as people in order to have personable interactions
with them, these researchers argue. Exploring the limits of this ability, Nash and Verdonck
show that people have affective interactions with things they know perfectly well to be
mindless machines. Nash shows that the affective machines don’t have to have a physical body.
Verdonck shows that affective machines don’t have to be human-like. The experiments these
researchers run ask participants to consider machines as things that can be affected, and show
that the nature of that affection does not have to be novel or complicated in order to be
moving to human observers. Nor do the mechanisms have to be groundbreaking—Verdonck’s
machines perform ordinary machine functions, and Nash’s machines only require the clicking
of a mouse. Clearly humans can feel things toward and about robots, even if they are presented
as ordinary, unfeeling and virtual. Setting obviously helps. These affective interactions took
place in an academic conference, an art gallery, and a virtual sculpture garden in Second Life.
Materiality and the presence of other humans certainly has an impact. But these
considerations do not illegitimate the reality of robot-human affective loops, only help to point
to the circumstances in which they may be best instantiated or intensified. The conclusion
from these researchers is that robot-human relations may be best facilitated in a white space
environment in which classic narratives are invoked and some peer pressure and emotional
blackmail occurs.
However, as Coeckelbergh points out, perception and expectation play a large role in how a
human approaches a robot. Nonplayer characters are different to other kinds of beings, and
subsequently relationships with nonplayer characters are different to relationships with other
kinds of beings. And because of this the relationships are often classified as less important,
less serious, less deep, less durable, less real, and more potentially damaging. The perception
of human-NPC relationships as inferior to other kinds of relationships creates a cycle whereby
less is expected from human-NPC relationships by both developers and players. As
Johansson’s game developer interviewee says in terms of developing artificially intelligent
nonplayer characters, ‘“[there] is always a black hole of AI, where you are programming an
incredibly thoughtful, clever, brilliant AI behind the scenes and the player still reads it as a
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scripted interaction”’ (211), implying that there is little point in programming complex
behaviour because players will dismiss it out of hand. Because of the perception of nonplayer
characters as dumb and programmed for limited functions, if nonplayer characters became
sophisticated and clever (as researchers such as Arrabales et al; Creed and Beale; Dignum et
al; (Guckelsberger et al.; Holtgraves et al.; Huang and Terzopoulos; Kasap et al.; Korn et al.;
Magerko et al.; Martens et al.; McDonnell et al.; Morrison and Martens; and Scholl and
Tremoulet; are attempting) no one would really notice.
FREAKS AND NORMIES
Much of the research about human-robot affections eventually ends up contending with two
speculative futures: what if interactions with robots lead to people becoming more machine-
like themselves, or what if robots become so lovely that people start to prefer them to other
people? Or, as Coghlan argues, are the ways humans treat robots entirely inapplicable to how
they treat other things? (Sex robots are the apotheosis of these concerns, and the ethics,
legalities and weirdness of their use is much discussed in robot philosophy.) These
discussions of the unintended results of technology are not new; literature is full of
speculative tales of human-robot relationships from Pygmalion to The Machine Stops.
In terms of computer games, these two scary futures speciate into: what if people start
treating humans or animals like they treat like nonplayer characters, or what if people start to
prefer fantasy people over real people? To which the answer is that
player-character/nonplayer-character interactions are only one example of a mastery mindset
already evident in many areas of life, and reality already contains plenty of fantasy. Perhaps
the scariest future is the one that is happening: games are part of what keeps the world
chugging away as it is.
Thankfully, queer theory has a lot to say about non-normative attachments, relating differently
to others, and the problems of liking someone you shouldn’t be liking. Mostly that it’s pretty
great. The twin dangers of human-robot affections, that it might result in everyone being mean
or everyone falling in love with the wrong object, are dangers to the ideal of everyone happily
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getting along and falling in love with handsome young princes. But these are ideals that never
described reality. How humans interact with computer game characters reveals not only the
social norms that are programmed into games, but also norms that exist between humans.
Affective relationships with computer game characters are not normative, since their
fictionality is supposed to dissipate any strong feelings (Tavinor). But humans have feelings
towards things that don’t exist all the time (Spinoza 254), so attachment to computer game
characters is nothing out of the ordinary.
There are two ways queer theory can be used in this thesis. The first is to point out that
relationships between humans and nonplayer character, although an everyday phenomenon,
are still often seen as somewhat corrosive to individual character or the fabric of society. The
second is to identify the norms by which human-NPC relationships operate, and discover what
is being achieved by those rules. This thesis will mostly take the second approach. There are a
number of ways to observe norms. Happily, a number of manuals have been published by
game designers and researchers which proscribe nonplayer character behaviour and the whys
and hows of their existence. Where NPCs are praised or criticised by designers, reviewers and
gamers, patterns can be distinguished in what constitutes a good or bad interaction.
Observations can be made of games that typify human-NPC relationships, and those that
attempt to do something different. Examples can be found of NPC behaviour that is wrong,
strange, glitchy, or otherwise contradicts expectations. Queer theory in this sense is concerned
with what is normal and what is abnormal, and how these things are coded into games.
There are things that players are supposed to do in games. Players are supposed to defeat
things, acquire things, escape things, move things, maintain things, be things, do things. These
things are clear, spelled out in tutorials, and reinforced by material rewards, punishment
(including death), NPC dialogue, and limits. Not knowing what to do in a game is widely seen
as a sign of bad game design. So most of what a player does involves a certain should-ness,
supposed-to-ness, intention, paths, and norms. And this is where queer theory can be helpful.
PHILOSOPHERS AND PHILOSOPHERS
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Plumwood and Spinoza are a somewhat contradictory pair to guide a thesis. They differ
greatly on the relative worth of women and animals (see Sharp 2011; Sharp 2019), and while
Spinoza comes to an understanding of the individual as a kind of function of the cosmos,
Plumwood only concerns herself with broad cultural milieu. However, Sharp notes that
Spinoza’s explanation of the construction of the individual resonates with contemporary
feminist structural analysis (2011). Sharp observes that “One of the implications [of Spinoza’s
idea of the individual as part of an overall mass] is that, if we want to fight domination, we
cannot change ourselves independent of changing the character of the mass to which we
belong. We need to act on what acts on us, in order to feel and live differently.” (Sharp 2011).
This is where Spinoza and Plumwood meet. Plumwood’s big picture analysis can also be
connected to individual affect. Sharp notes that “consciousness raising aims to reveal that
what feel like personal defects can be explained by larger patterns and structures. What
appears as an anomaly – “what’s wrong with me?” – is better understood as the product of a
pattern, a rigged system” (2011). Individual affect can be examined to show how it is related
to larger patterns, and larger patterns can be examined for their effects on the people subject
to them. For both philosophers, individuals exist and are constructed by a web of relations.
Haraway, too, argues that “beings do not preexist their relatings” (6), and Briggle also defines
the self as a relational self (155). Plumwood’s approach assists with identifying structures in
games that set up certain affective outcomes, while Spinoza can help with describing what
happens once the affect is occurring.
REALNESS
Realness is something that can trip games researchers up. One idea is that since games are not
real, they should affect humans in special fictional ways, affect them in lesser intensity, or not
affect them at all (Aarseth 50; Sageng 221; Tavinor). The debates about whether games are
real are often really debates of whether games are good quality, enjoyable, dangerous, or
worth taking seriously. But realness in games often operates in ways more akin to a drag race
than an ontology. Affect theory helps sidestep the issue by seeing all things as equal
participants in affect, just with different specialities. Deleuze’s interpretation of Spinoza
illuminates this when he states “animals are defined less by the abstract notions of genus and
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species than by a capacity for being affected, by the affections of which they are ‘capable,’ by
the excitations to which they react within the limits of their capability … [Spinoza’s] Ethics is
an ethology which, with regards to men and animals, in each case only considers their capacity
for being affected.” (27, emphasis in original). It’s not so much of a stretch to say that this
statement about men and animals can be applied to women and game characters too. Games
are best thought of as things that can be affected, and affect, to different intensities, and this
cannot be generalised into types but remains specific to each encounter. For example, to my
laptop Portal 2 is an intensive program that makes it overheat and shut down, to me it brings
back memories of a long-distance relationship, and to my cat it is meaningless sound. The
affective capabilities of a game character depend on the objects involved, and cannot be
generalised. This means that while realness has a part to play in how intensely some humans
are affected, it is not the be all and end all of affect. Humans are affected by game characters
whether they think they’re real or not.
Game designers often argue that a player’s emotional journey should be at the crux of game
design – that game designers should centre the management of a player’s emotional state in
all their decisions (Schell 19; Chen; Isbister 1). In this view, a computer game is a kind of
ephemeral pinball machine that flings, rolls and bounces the player’s feelings around, all
assets working together as complementary cogs in an affective machine. The vast majority of
games researchers cited in this thesis argue that nonplayer characters should be more
affective, and they can become more affective by being more believable. This assumption is not
unfounded, at least when it comes to believability and player enjoyment (Bates), but the
concepts of believability, flow and immersion are often treated as synonyms in game
literature, and player enjoyment (or sometimes engagement) as the only affect that matters.
The idea that more believable characters are more affective asserts that affectiveness and
believability have a linear relationship, and rests on the assumption that mimicry of
something known to affective can produce similar affect as the thing being mimicked. The
more nonplayer characters accurately mimic something that is already known to be affective,
the more affective they will themselves be. Since humans greatly affect other humans, the
more nonplayer characters appear to be human-like, the more players will presumably feel
towards them. ‘Believability’ has a number of different definitions in different disciplines (Lee
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and Heeter), but they all describe methods of making something that is not human appear
more like a human.
For many players and theorists, affect in digital spaces is modified by the fact that such spaces
are not other, more valued spaces, and actions are not other, more powerful actions. That is,
knowing that you’re playing a computer game is affective in itself. The responsibility for this
dissatisfaction is often placed on the shoulders of nonplayer characters. Briggle writes that “an
avatar in Mortal Kombat is not really the sort of thing that can suffer and die. Rather, the
important ethical consideration is whether and how participation in or exposure to such
alternate realities influences primary reality [i.e. real people]” (159). In this, Briggle is arguing
that the simulated suffering and death of digital characters is not a moral concern – the real
question is whether watching it has an effect on human players and observers and their
subsequent behaviour. This question of whether games change society or whether games are
products of society are not too difficult when viewed through an affective lens, which sees
classifications of internal and external, and boundaries between objects, as a bit nonsensical.
Briggle sees games, their content and forms as “products of wider social dynamics, which in
turn are influenced by games themselves” (160). Here he makes a case that games are not
outside the boundaries of real life, but instead (re)produce social dynamics, and are
(re)produced by them in turn. He notes that games are emotionally affecting, can seal or end
friendships, can challenge the player with morally charged scenarios, or build social
reputations. They can also be an arena in which important character traits like
sportsmanship, grace and persistence, are formed. For him, it is inevitable that playing games
will have some effect on the character of human players. As games as a cultural artefact
“embody a range of values and beliefs” (163), they “contribute to the character of culture, the
“soil” in which we find ourselves, thereby influencing what we do and how we think, or in
short who we are [emphasis in original]” (164). As part of culture, games influence culture,
and so their affective capabilities are not limited to individuals but the world more broadly,
though this thesis will mostly concern itself with smaller and more immediate affective
phenomena.
During play, the player’s body exists in relation to the digital character. The player has hope for
the final battle, frustration from the ally’s unhelpful actions, anger at the enemy, sympathy for
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the slain deer, confusion in the shop, joy during the chase. For example, when a player of
Horizon Zero Dawn controls a player character in Horizon Zero Dawn to chase down a wily
robot dinosaur, that player will likely tense up, attend intently to the robot, ignore peripheral
details, become acutely aware of the player character’s response to input, quickly evaluate
opportunities and weak points, strike when they feel the chances of success are high, and feel
release and satisfaction. Their release is social (the player does not have to attend to this quest
any more), and physiological (they can relax). Through this sequence, the player is thinking,
feeling, acting and attending in relation to the game, and the game is acting in relation to the
player in turn. Game and player engage in an affective cycle in which each participant’s
internal state is affected by affecting, and is affecting in its affection. As Spinoza notes, the act
of receiving a desired affection can change the internal state so that the body wants something
completely different (155).
In their influential book The Media Equation, Reeves and Nass argue that “human responses to
media are social even though media supposedly offer only symbolic representations of people
in the real world” (46). They argue that humans unconsciously react to objects like computers
and places like digital virtual environments as if they were real people and places (81). This
results in people doing interesting things like talking to their computer, being polite to NPCs,
or feeling friendlier to NPCs that have some commonality with them. Reeves and Nass argue
that this reaction is automatic, unconscious, and unavoidable: “Everyone expects media to
obey a wide range of social and natural rules. All these rules come from the world of
interpersonal interaction” (5). Seemingly, humans will automatically socialise with anything
that seems even vaguely like it might hint at having a smidge of personality (82). Reeves and
Nass suggest that humans act contrary to their knowledge that they are dealing with fictional
scenarios: “media experiences are emotional experiences … this is true even though people
may seem to approach mediated presentations with the detachment necessary to render
pictures and words emotionless” (136, emphasis in original), and “many people will say that
media characters aren’t like other people, but people will often react to them and interact with
them in exactly the same way as they would with real people” (85, emphasis in original).
However, the observable tools and strategies used by people to interact with other beings
might not be a perfect guide to what they feel inside. Players may converse with a character in
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a game not because they really think it’s a person but because talking is required to progress
in a task.
People behaving socially towards objects isn’t a problem in Spinoza’s view, but rather proof of
the efficacy of imagination. In his Ethics he states “If the human body is affected in a manner
which involves the nature of an external body, the human mind will regard the said external
body as actually existing, or as present to itself … the mind is able to regard as present
external bodies, by which the human body has once been affected, even though they be no
longer in existence or present” (98). When a human is affected by something, they
immediately imagine an external body that is affecting them, and so emotion (as a
consequence of affect) is always about an object. As Nash notes, “if we take a Spinozan view of
affect, then we do not need to be concerned with the difference between nature and artifice,
and can concentrate only on bodies’ capacities for affecting and being affected, defined by
their ‘compositions of relations.’ For Spinoza, a body can be anything that is capable of
affecting or being affected” (Nash 2012 18). Things get exciting though when a human is
affected by more than one thing at a time, since “if the human body has once been affected by
two or more bodies at the same time, when the mind afterwards imagines any of them, it will
straightaway remember the others also” (100). Associations form in the mind between objects
in the mind, such that “association arises in the mind according to the order and association of
the modifications of the body … every man will follow this or that train of thought, according
as he has been in the habit of conjoining and associating the mental images of things in this or
that manner” (101). Representation then, is associations of ideas that have arisen from
previous experience of being affected, and although the ideas may have nothing logically in
common or be held by others, they are bundled together in memory. So we come to the
conclusion that dill is nauseating because it was once consumed during an illness, or the
companion cube is lovable because it coincided with your victory, or pixillated barrel is
worrying because it lost you the game last time.
According to Nash, affect cycles can operate in digital realms just as effectively as in non-
digital ones. Humans are often at the centre of digital work: it is made for them and made
convenient for them. But although the digital centres humans, digital entities can and do affect
each other unseen by humans. In considering these interactions, Nash notes that “it is useful
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to be able to examine the affective power of digital entities separately from the emotional
response it may elicit in human users of the work” (Nash 2012 19), as discussions of how
digital entities interact usually turn to how humans feel about it in the end. When data is
modulated into a display for a human that it comes to exist for that human, but data can also
be perceived by other digital entities. And when data is perceived, ‘modulation is constantly
occurring’ (5), that is, something is changing from one thing into another. Even when there are
no humans around, digital affect is happening.
Leino argues that emotions are better understood as structured relationships instead of mere
reactions, and that affect cannot be thought of as a series of isolated incidents but rather
permeates the whole game experience continuously. In his critique of game design discourse
on the need for more emotional moments and characters in games, he argues that “the sought-
after ‘emotionality’ of games, is not an unambiguous property of an object in the world like
colour or shape, which can easily be designed onto products. Neither is it … something
existing only in the mind of the player. It seems fair to suggest that the emotionality is a highly
subject-dependent property of a game; different players will have different emotional
experiences with the same game” (113). This echoes Spinoza’s observation that “Different
men may be differently affected by the same object, and the same man may be differently
affected at different times by the same object” (163). This means, Leino suggests, that “for the
study of emotions in play … the extremely emotional moments cannot constitute the whole
area of interest, which, instead, should be the emotional side of the player’s mindset in
general” (114). Although game designers may love to think and talk about passionate, fully
‘immersed’ players crying in dismay or roaring with rage, it is the player’s overall moods,
orientations, and attitude in the whole of gameplay, even in the quieter, more banal moments,
that must be considered in a study of game affect. Noting that “more emotional games are
often dubbed as the next milestone in the development of computer games” (113), Leino
argues that most game designers are going about emotional gameplay in the wrong way. He
asserts that extreme emotional events cannot be designed to hit a player with the right
intensity at the right time – instead, these events are the result of cumulative interactions and
the development of solid relationships.
Discussions of realness takes as their premise that nonplayer characters are unbelievable or
unreal to begin with, which, as Plumwood would argue, is already assessing them in terms of
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their lacking compared to humans (115)). It is tied to the concept of immersion, the idea that a
game experience is more intense (and therefore more meaningful, enjoyable, memorable, and
everything else), if a player gets swept up in events and forgets, on some level, that what they
are experiencing is fictional. If the player remembers that the nonplayer character is a being
animated by code and not by a soul, they are less likely to take it seriously, find interactions
meaningful, empathise with it, or enjoy its company, Warpefelt and Verhagen imply. For much
research into the affective capacity of nonplayer characters, whether a digital character is
realistic or believable is assumed to be very important to the feelings people develop around
it.
The centring of believability and investigations into its lack also generates the opposite
problem – the worry that some people may find games and characters too believable,
especially compromised groups such as children, the mentally ill, the intellectually disabled,
the lonely, or the gullible. Suddenly, the stakes become high. A character that is too believable
may become a dangerous Pygmalion, luring vulnerable people away into delusion. This
paradox of fiction is what affect theory neatly sidesteps, by acknowledging that whether the
quintessence of a thing is ontologically solid or not, it can still engage in a relationship.
YOU SAY ARCHETYPE, I SAY CLICHÉ, LET’S CALL THE WHOLE THING OFF
NPC’s “provide many functions to players” (Warpefelt and Verhagen), “provide an important
service in video games” (Warpefelt), “fulfil companion duties” (Guckelsberger et al), are
“designed in support of [the] goal [of] … helping the player learn something or have an
emotional experience” (Martens et al.), and communication with them is “initiated and
controlled by the player” (Morrison and Martens). Overwhelmingly, NPCs are seen by game
designers as mechanical providers of a service, much like a vacuum cleaner or a vending
machine. Like a hungry commuter may press several buttons in order to receive a particular
chocolate bar, a game player may click through a dialogue tree in order to receive a particular
item, piece of information, or quest.
To achieve certain desired player affects, game designers often choose to represent beings that
elicit these behaviours and feelings in other contexts. In this, they rely on reputation, cultural
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knowledge, common sense, and other things that are ‘intrinsic’, ‘instinctual’, ‘automatic’ and
‘obvious’. Originality of characters, in this sense, is a burden, because if a player doesn’t know
what a character is, they don’t know how to act. Immediacy and predictability is prized by
designers, as speed is compelling and enjoyable. Discovering the proclivities of each character
and negotiating relationships requires players to stop and think rather than immediately
react.
A few game designers have argued that digital characters are necessarily disappointing due to
the very nature of the computer game. Gonzalo Frasca notes that “video-game characters are
flat for functional reasons: what is important is to get the plot moving forward. The question
that needs to be answered is ‘what happens next?’ and not ‘why the character behaved in such
a way’” (168). Because games are about action, the depth of non-player characters must
sacrificed in favour of drama, Frasca argues. In noting games’ differences to literature, Raph
Koster also makes the point that “Games are good at objectification … Games tend to quantize,
reduce, and classify … Games are external – they are about people’s actions.” This is in
contrast, he says, to stories, which Koster argues are about empathy, feelings and subtlety.
According to Koster, games are about the player’s feeling of mastery, and this necessarily
results in shallow relationships between players and non-player characters. But as we shall
see, this is not always the case.
WHAT’S YOUR TYPE?
Isbister says that there are 14 relationships a game character can have with a player: as
minions, rescuees, pets, sidekicks, allies, guides, mentors, obstacles, enemies, competitors,
boss monsters, arch-enemies, audiences, and hosts.
Warpefelt says that there are 12 services that game characters can provide to players: sell and
make stuff, and provide services, provide combat challenges and provide loot, provide
mechanical challenges, give or advance quests, provide narrative exposition, assist the player,
act as an ally in combat, accompany the player, make the place look busy, and be vanity items
(pets).
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Dominguez et al. have shown that players act according to roles even when there are no
mechanical restrictions upon their potential actions. This indicates that narrative can act as a
constraining device, even when the narrative is as thin as a single sentence (“you are a thief”),
or is generated by the player themselves (‘headcanon’). Their study indicated “that players are
strongly consistent with their roles, regardless of whether their role was explicit (assigned or
chosen), or not” (3446). Player character and player roles affect affordances (von UexkuH ll’s
‘tones’), that is, what the player can perceive what objects (including themselves) can possibly
do, and roles also influence the range of actions that are appropriate for a character to
perform. For example, it is more narratively appropriate for a thief to sneak into the back of a
building than fight their way through the guards at the front, as the idea of thief carries with it
connotations of sneakiness, judgement and speed rather than recklessness, savagery, or
mayhem. Even in the absence of concrete rules to enforce this, players will limit themselves to
preserve coherence in their roles. If a player is told or chooses to begin to play a game as a
thief, they will continue playing the role of the thief even when there are no rewards or
punishments associated (3447). In short, player roles influence how a player will act in a
game, and players pick up roles extremely easily. While the expectation of gaming sets up an
orientation towards excitement and action, player roles narrow the orientation further,
towards particular actions. As Dominguez et al. note, affordances are not only physical limits
on the actions the player can take, but mental ones on what the player imagines can be done.
Dominguez et al.’s research suggests that players very often adopt a persona that limits their
own choices (3439), even when the game allows a broader range of possible actions. A
player’s adoption of a role results in “a significant relationship between their role and their in-
game actions; participants role-play even if not instructed to, exhibiting a preference for
actions consistent with their role.” (3438).
Roles are often considered an essential way to impart information to the player quickly and
implicitly about the kind of behaviour they can expect from a character and the actions they
should take in response (Isbister; Reeves and Nass; Freeman; Warpefelt). Roles are an
abbreviation, a short-cut, an unavoidable, unconscious dip into a deeper pool of knowledge
that the player already carries inside them. They mean that designers can draw from a well of
pre-formed associations, assumptions and expectations instead of exerting effort to create
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unique characters and teaching players how to interact with each one individually. Reeves and
Nass note that “‘Simple’ also means predictable. … When people know what to expect, they
can process media with a greater sense of accomplishment and enjoyment. The desire for
simplicity can be pernicious however – people stereotype media by gender with little
encouragement” (254). Yet, for all their simplicity and straightforwardness, game characters
do not often elicit an intensity of emotion towards them as beings. Instead, they facilitate
affect by standing in for concepts with which the player has an existing relationship.
Reeves and Nass argue that squashing people into boxes is not only inevitable, but highly
pleasant for the squasher: “categorisation simplifies interactions … you can make assumptions
about how he or she will talk, think and behave, and how you should respond. The
predictability gained by applying a label makes people reluctant to scrutinise the label’s
accuracy” (144). Categorising others reduces awkwardness, embarrassment,
misunderstanding and conflict by giving people verbal scripts to follow, forestalling
uncertainty about other people’s unknowable inner worlds, and eventuates in a sense of
achievement when people play their roles successfully. This suggests that game characters are
actually the epitome of the human urge to judge and assign qualities to others – game
characters are made to be easy to categorise, easy to predict, and interactions with them are
straightforward. They are especially easy to categorise as ‘good’ or ‘bad’, a basic and
immediate occurrence, Reeves and Nass argue; “Brains are hard-wired to distinguish between
good and bad as efficiently as possible” (112). In making enemy NPCs spiky and friendly NPCs
cute, game designers are merely taking to the extremes psychological constructs that
seemingly already exist in the human mind.
Isbiter (a student of Nass) makes the case that good character design comes from
understanding the basic psychological principles that underlie interpersonal interactions,
rather than assuming that a special kind of relationship forms when humans interact with
digital characters. For her, players’ use of everyday social conventions in novel digital
situations means that study of everyday social conventions can be applied to interactions
people have with digital beings. Furthermore, Isbister contends that knowledge of these
everyday conventions can help game designers manipulate people into believing that NPCs are
something worth bothering with, without them even being consciously aware of it. This is
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achieved mainly through the appearance and the animations of the characters, she argues.
Schell also argues that appearance of game objects should be closely tied to their behaviour:
“if two objects behave the same way, they should look the same. If they behave differently, they
should look different” (136). This link between appearance and behaviour is a way to manage
relationships between the player and the object. Appearances are tied to what the player can
expect from the object, and if the object is familiar, the player can immediately recognise it and
does not have to renegotiate a new relationship.
Roles do important work for the player, defining the relationship the player will have with the
character before they even meet them. The designer takes care of all the evaluating, testing,
learning and judgement that would usually have to take place when a person meets another
being. As Isbister states, “social roles are, in a sense, libraries already present in the mind of
the player that a designer can tap into to create satisfying interactions with NPCs” (227). And
it means that in order to make the player feel something, the designers just have to make a
character that expresses the corresponding traits, e.g. to make the player feel submissive, they
create a domineering character. Isbister makes the case that roles “enhance the chances of
stronger emotional experiences for players and create a more game-play-integrated
experience of NPCs” (225) by “help[ing] people to engage in interaction with others without
having to negotiate everything about how each person will act, and often, without even having
to get to know one another very well” (226). She argues that this is essential in the time-poor
context of a computer game, where the player would rather be off doing something
interesting. She admits that “social roles can be barriers to greater intimacy, but they are very
helpful in everyday situations in which a person has short and targeted engagement with
another” (227). It is the shortness and task-based nature of interaction with NPCs that results
in designers’ need to work with cultural short-hands like roles and stereotypes. If speed and
goal-achievement is the criteria for interaction with games, roles are a requirement for
smooth interaction, as confusion, embarrassment and conflict will invariably occur when the
player doesn’t know exactly how to act (Isbister 226; Lankoski, 314).
These psychological perspectives of game characters elucidate the processes that go into
judging a digital character, and the conventions that form the basis of interactions with them,
but rely on a fixity of identity and relations that suggests that human interactions with digital
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characters can only ever be shallow and exploitative. They argue that typecasting is inevitable,
and suggest that a way to make better relations between humans and digital characters is to
further entrench those types, to play further on humans’ immediate judgements of cute or
threatening. Any disappointment arising from interactions with digital characters is because
they fail to fully inhabit their intended archetype. But the danger of this view is that it
positions simple, knowable, discrete roles for digital characters as unavoidable, and existing
roles of ally, enemy and so on, as inevitable results of some universal human need for
categorisation. It suggests that a certain affective state can be definitely achieved if designers
follow a certain set of rules. But this ignores the historical contingency of current character
roles.
Some, like Mackenzie Wark, have argued that the shallowness of digital characters is a good
thing. Familiarity with artificial worlds, Wark suggests, empowers players to discover the
artificiality of capitalist reality. Instead of sucking players in to a shadow world, games may
reveal to the cave-dwellers the true nature of the shadows dancing on the walls. Shallow
relationships with digital characters reveal the shallow ways capitalist subjects are meant to
interact with each other, and so are secret liberators through their frustrating fakeness.
Briggle notes “game-worlds can be fruitful places to try out alternative identities, thus
potentially increasing one’s empathic capabilities” (169), so suggesting that games, rather
than being sites of hegemonic enculturation, may be spaces in which individuals can perceive
and critically evaluate underlying rules and so increase their overall capacity for seeing things
in new ways.
INTERTEXTUALITY
Lankoski and HelioH illustrate how character design helps to define gameplay as a whole, and
how genre conventions, including character design, shape player expectations and subsequent
play styles. “From the player’s point of view,” they argue, “action is an important feature of a
game. Action can be created and directed by raising expectations, building up motivations and
setting goals for the players. An important tool for setting up motivations and goals for the
player are well-defined characters with distinct natures and needs” (311). Characters create
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conflict, and conflict requires action (312), so good characters are important for exciting
action. The goals of characters become the goals of the game.
They observe that games are highly intertextual (or paratextual (Beavis et al. 33)) in that they
rely on previous games and dramatic conventions to quickly communicate information to
players about the nature of characters and settings. This has implications for how players
perceive the affordances of a particular game: “games are not only read in relations to other
texts but the reading also affects the choices made by the players. Players usually behave
according to the rules of the genre and they use patterns of behavior learned from other
sources while playing (i.e. sources to which the game refers)” (316). And it also allows games
to get away with characters who are quite flat in themselves but are fleshed out by references
to other characters in other places (316). A large part of a player’s knowledge of a game comes
from sources other than the game in front of them. As Bateman notes, this also has
implications for how designers design games: “the habits we pick up when we are playing
games that go on to assert constraints upon us when we make games. To understand games in
terms of player practices is to appreciate that anyone who thinks their game concept was
entirely their own invention is fooling themselves; we don't invent new games from whole
cloth, we iterate on the player practices we already learned and crossbreed them with new
influences, often from other kinds of media.” (Bateman ‘Game Dissonance’). Games use genre
and reference to re-present existing ideas, which has advantages both in terms of the player’s
speed of comprehension and the amount of work required to make a game. Games therefore
often expect players to have some familiarity with other games, and a game only often makes
sense in a context of similar media. Even the names of popular genres, like roguelite or
metroidvania, only make sense if one is familiar with an oeuvre. “The mental images of things
are more easily associated with the images referred to things which who clearly and distinctly
understand, than with others” (254), as Spinoza says.
Lankoski and HelioH note that players come to games with assumptions and expectations, and
this effects how they perceive the affordances of the game, and how they act in the game:
“players’ basic assumption that a game should be interesting and challenging affect the way
the game is played. Players are often seeking action even if it is against the nature of the
character they are playing. We use the term expectation of gaming to describe this
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phenomenon” (315, emphasis in original). Players are often seeking to do things in games, and
seeking objects to do things to. This expectation is “also created by intermediality and
especially by genre” since “players usually behave according to the rules of genre and they use
patterns of behaviour learned from other sources while playing” (316). They suggest that
during the playing of a game, players are always referring to intermedial knowledge, that is,
we “understand any action in a narrative by our experience of similar action in other
narratives, and that our experience is an aggregate of details arranged in generic categories of
action – murder, rendezvous, theft, perilous mission, falling in love etc” (Fiske, qtd. in Lankoski
and HelioH 316). The game is made comprehensible and intelligible by familiarity with
convention.
This sense of games as an ongoing self-referential conversation rather than a collection of
individual media productions also makes it easy to talk about games and characters in
aggregate. This is both an asset and a trap. Though exceptions exist for any generalisation, and
more experimental indie games are being made now than ever before, the wide adoption of
conventions means that many commonalities exist between in terms of characters. Some of
these commonalities exist because they are easier to program. Some of them exist because
they are easier to teach to programming students. Some exist because of received wisdom
from game designers past of the right way to do things. Some exist because game designers
love games and want to make more things like the things they love. That said, no two games
are exactly the same in how they treat their characters.
The iterative nature of game design, both in terms of the production of a single game and of
this intermediality, means that the connection between player action and character design is
solid. Therefore a way to study computer game characters is to look at what actions a player
can possibly take.
AFFECTIVE CHARACTERS THROUGH MECHANICS
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In comparison to visual design and animation, the affective capabilities of game mechanics
have not been addressed as thoroughly. Mechanics also have certain connotations for gamers
as the real, immutable, deepest part of a game that only real gamers appreciate, while art and
design are girlier, ephemeral, and don’t affect the core experience of playing (see Koster). It
makes sense then, that affect has primarily been studied as an effect of game art, as it is visual
cues that supposedly give games their mood. But affect can work in games through action and
movement of a body as well as visual impressions. The game designer Bithell also notes that
characters in games, like characters in action movies, are defined and differentiated entirely
by their actions, their “gameplay verbs” (Yarwood).
While they are widely considered important, what game mechanics actually are remains
under some doubt. Many designers and theorists offer different definitions. The game
designer Schell notes that mechanics are “mysterious” (129) but “the core of what a game
truly is. They are the interactions and relationships that remain when all of the aesthetics,
technology and story are stripped away” (130), while Koster sees them as “an intrinsically
interesting rule set into which content can be poured” (120) covered by “’dressing’ [which] is
largely irrelevant to what the game is about at its core” (84), Nyugen and Ruberg define
mechanics as “units of interactivity” (698), Winn argues that they are “the formal rules that
define the operation of the game world, what the player can do, the challenges the player will
face, and the player’s goals” (1024) Jagoda and McDonald define them as “the set of
techniques for interacting with a game world that are arbitrarily mapped through an interface
to player gestures and are both constrained and enabled by a game’s platform” (176), De
Gloria et al. see them as a kind of negative space: “the limits of the designer intervention on
how games actually take place” (295), and Sicart identifies multiple levels of mechanics, the
fundamental core of which are actions “(repeatedly) used by agents to achieve a systemically
rewarded end-game state”. Mechanics, then, are the bones of a game, the thing that remains
constant while the settings, characters, narrative, can change. And if the game’s mechanics
change or cease to exist, then the game itself changes or ceases to exist. “If there’s no core
mechanic, there’s no game at all”, Koster states (122) (see Bateman for a refutation of the idea
of fiction as wrapping paper). Mechanics seem central to the identity of a game.
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While all these definitions are vague, they have some concepts in common. Mechanics are
about doing and motion. They are the actions the player can take, and the limits of those
actions. Mechanics define the boundaries of action, of what is possible and what is not. They
are, in short, the about the capacity to affect and to be affected.
As Lankoski and HelioH have shown, the design of characters influence player action, both by
having goals and conflicts of their own, and by referring to bodies of other work as guides. The
affective capacities of characters lies not only in their power to make players feel happy or sad,
but the power to make players replay a level, fly, drown, lose or gain items, or survive another
night; in short, to increase or decrease their own power of activity.
Mechanics are about how the player can affect the game world and its characters. But the
player’s position in relation to others and their role in the game shapes how the player will
affect nonplayer characters. Mechanics, then, also encompass the player as a relational being,
as an affective agent.
CONCLUSION
Because humans can be affected by ideas and rocks and all sorts of ephemeral and nonhuman
things, they can be affected by game characters. Even when a player knows that game
characters don’t feel emotions or have to live with lasting consequences, they can still be
affected by them. And even though game characters are made out of code and pixels, they can
still be affected by players and each other. Game characters are like any other sort of of entity
in that they can be part of an affective cycle.
However, the ways in which players are affected by characters and the ways in which
characters are affected by players are specific to games. Players and characters take particular
actions in games, and they take particular actions toward each other. Players feel differently
towards characters in games than they do towards characters in other media because they act
differently towards them than they do to characters in other media. The kinds of actions
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characters and players can take in a game is necessarily limited, so a game tends to be defined
by these actions, and this has led to the development of various genres and conventions. This
has implications for the kinds of affective cycles that they can engage in.
The ways in which players act around characters in games has parallels with how people act
around each other. Players can feel obliged to be polite to digital characters and can feel
uncomfortable torturing robots in group settings. But games are also designed to make
players into very powerful figures in the game world, and the ways in which this is achieved
mirrors how power works in non-game spaces. Better characters could be designed if the
relative positions of game characters and players were investigated further. Realism isn’t the
only thing games can strive for, and striving for a simulation of what is already familiar short-
changes the uniqueness of game characters and ignores the possibility of new weird
relationships.
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CHAPTER TWO: ANIMALS
INTRODUCTION
In the best article on computer games ever written, “The ethics of human-chicken
relationships in video games: the origins of the digital chicken”, Fothergill and Flick discuss the
history of the domesticated chicken, how uses and perceptions of it have changed over time,
and how representations of chickens in computer games typify a modern understanding of the
animal. While they make a good case that the representation of chickens in games as silly
overemotional foodstuffs is inevitable given their real-world commodification, the
straightforward connection between real chickens and digital chicken points towards the
necessary difficulties of distinguishing between othernesses.
Animals and NPCs are both nonhuman. This position in relation to humans creates some
commonalities through the ways in which otherness is constructed. Further similarities are
designed into animal NPCs. Animals NPCs have a lot of the same uses in games as animals do
in other contexts, and designers intend them to have similar relationships with players and
generate some of the same affect as real animals would. NPCs’ and animals’ common
otherness means that animal NPCs have a lot to say about how representation and affect work
together. Chicken NPCs aren’t a type of chicken, but chickenness is important to understanding
the digital chicken. The constructed similarities and differences between animals and animal
NPCs have important things to say about humans’ perception of both.
NPCs aren’t humans or animals, but everyone either wants or assumes players to have
relationships with them as if they were. Chickens aren’t some weird fantasy creature made up
for games; designers’ construction of them and players’ perception and use of them has some
basis in other media representations at least, if not real life. As Johnson and Verdicchio and
Coeckelbergh remind us though, animals and robots have some fundamental differences, and
one can’t easily be substituted for another. Robots and animals are different things, and games
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are a different place. Not a completely separate place, a magical place, or an inconsequential
place, but, still, a particular place. Designers and media scholars might try to argue that
players behave towards digital chickens as if they were real chickens, but in the end players
are dealing with a very different beast.
This chapter is a little different to the others because it seems to define an NPC by their
appearance rather than their relation to the player. However, it will argue that ‘animal’ is a
relationship somewhat like ‘enemy’ or ‘friend’, animal characters afford specific affects that
human NPCs do not, and furthermore, animal NPCs are the epitome of games’ instrumentalist
relationship modelling. Animals can certainly be enemies or friends to the player, but they can
also be an other, and a study of their construction of otherness can help illuminate all
typologies of NPCs as political exercises rather than descriptive ones. That animal NPCs are
nonhumans representing another kind of nonhuman means that they have a lot to say about
the construction of the human in general, and the maintenance of the distinction between
actors and environments in games in particular. This chapter then, will include a short
discussion of the player-character’s self, whether it is human around animals, nonhuman
around other nonhumans, or nonhuman among humans, and tease out the implications for
relations with NPCs based on that contrast.
Animal NPCs have a basic relationship to players that is not affable or antagonistic: they are
resources. They exist to be used. Animal NPCs occupy a particularly interesting place because
players can have relationships with them that they cannot have with human NPCs. Even in the
nonhuman otherness of virtual spaces the ontological separations of human and nonhuman
are generally preserved. It would be a strange game that had human characters as transport,
food, pets or livestock, but a normal game that had horses to ride, rabbits to eat, dogs to pet
and chickens to farm. As animal characters serve different functions to human characters, and
players and animal NPCs can act toward each other in different ways to players and human
NPCs, the affective relationships they can have are different. The affect they can produce in
each other also depends on animals’ positions in other contexts. Animals, like NPCs, stand in
contrast to humans. They are seen to lack the human qualities of rationality, freedom, or
awareness of mortality or sense of self (Plumwood 43). In this sense, real-world animals and
game-world NPCs are in a similar position in relation to human players.
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Animal characters in games bring up tricky questions about representation, and problematise
the idea that believability is a necessary quality for close relationships with game characters.
Because players have less experience with animals than other humans, and for many species
more experience with media representations than their actual bodies, it can be easy to
confuse the map with the territory. Players want different things out of animal NPCs than
human NPCs, and usually less. Like human NPCs, animal NPCs can either be multifaceted,
complex and affecting, or so functionally singular that it can be difficult to classify them as
characters at all. However, the design of animal characters takes these qualities to extremes
that human NPCs seldom inhabit. It is difficult to design a human character as lovable as
Fallout’s Dogmeat or The Last Guardian’s Trico, or as unmemorable as Skyrim’s rabbits,
Horizon Zero Dawn’s rabbits or The Long Dark’s rabbits. There is something available to
animal representations that are not available to human representations: an acceptance of the
fact they behave automatically, with no malice aforethought, or any aforethought, or any
thought at all. Their lack of sentience means that they cannot be reasoned with, or basically
responsible for their actions, only acted upon with either grace or violence. This is both an
asset and a curse to the creation of meaningful player-animal character interactions.
Apart from their role as a resource and particularly tricky example of representation, animal
NPCs also typify something about all NPCs. Everything an NPC is, an animal NPC is to excess.
They are a mish-mash of things and half-baked ideas about other things. They are background
decorations, or they are the most lovable thing about a game. Their place in the world is
especially determined by how a human wants to use them. A study of animal NPCs then, has
much to offer.
WHY PLAY WITH ANIMALS
ELVES
Defining the animal in games is not an easy matter, and is not just a case of anatomy. Humans
are certainly not the only humanoid creatures in game media, and games are filled with
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sapient nonhumans. ‘Animal’ is a difficult category to sustain when so many games include
orcs, elves, goblins, aliens, spirits, gods, demons, dragons, robots, animate teddy bears,
ensouled swords, talking plants, and sentient rocks. The nonhuman is a familiar sight in
games. But while some characters look beastly, it is really their functionality that determines
whether the character is a ‘person’ to the player. It is the creature’s role in relation to the
player, not the presence of a snout or a tail, that defines a creature. It is not just a matter of
appearing human – personhood in games is a matter of relationships.
While many games represent animals that can be found in the real world, many others feature
cartoon animals, animal-headed humanoids, or mythical, fictional, extinct or rare creatures
that can never be encountered outside of media. Each of these depictions indicates a form of
intended relationship. Their body shapes are deterministic. While convenient for players, this
fixity is a warning sign that essentialism is on the way. Such a conception of identity obscures
how bodies are positioned as a result of forces and characterises power as a kind of natural
landscape that makes affect flow downhill rather than a mechanism that pumps affect through
particular routes.
There are important things to be said about nonhuman humanoids being positioned as a kind
of human racial category, but this isn’t the thesis for it. Poor gives a good outline of this topic,
while Higgins documents how “politically disruptive racial differences are ejected or
neutralized through fantastical proxies” (3), and Bjørkelo describes the way white nationalists
use this fixity of identity to confirm and celebrate their ideology. The rest of this chapter will
be concerned with how animal NPCs with some real-world equivalent are used in games to
generate certain affects.
NONHUMAN OTTERS
Animals and NPCs have one important thing in common: they are not human. This otherness
informs their affective capacity with humans. Otherness is both recognised and constructed; it
is capitalised upon to produce and maintain certain inequalities, Plumwood states. By not
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being human, animals and NPCs are made common. A being is made into an other, Plumwood
argues, through a process of backgrounding, hyperseparation, incorporation, instrumentalism,
and stereotyping (53). These techniques will be discussed in further detail in terms of the
backgrounding of rabbits, hyperseparation of robot dinosaurs, incorporation of horses,
instrumentalism of dogs and stereotyping of chickens. The same things that are done to deny
animals’ entirety are present in the construction of NPCs, and come to a head in the
construction of animal NPCs.
Plumwood argues that nature is dehumanised (and humans are denaturalised) by it being
perceived and defined as mechanical; nature is “seen as non-agentic, as passive, non-creative
and inert, with action being imposed from without by an external force. It is non-mindful,
being mere stuff, mere matter, devoid of any characteristics of mind and thought. It lacks all
goals and purposes of its own (is non-teleological and non-conative). Any goals and direction
present are imposed from outside by human consciousness. The human realm is one of
freedom, whereas the realm of nature is fixed and deterministic, with no capacity for choice”
(Plumwood 110) Animal NPCs then, have no chance. Their digital bodies are doubly ‘an
instrument for the achievement of human satisfactions’ (Plumwood 111). Berger, too, points
out that capitalist relations with nature requires animals to be intellectually processed before
being consumed. The processed animal therefore creates the myth of the unprocessed wild
animal, who is more true and free, “an ideal internalised as a feeling surrounding a repressed
desire” (Berger 17). In terms of zoos, another place for encountering entertaining nonhumans,
he notes “The zoo cannot but disappoint. The public purpose of zoos is to offer visitors the
opportunity of looking at animals. Yet nowhere in a zoo can a stranger encounter the look of
an animal. At the most, the animal's gaze flickers and passes on. They look sideways. They
look blindly beyond. They scan mechanically” (Berger 28). While Berger perhaps overstates
his point, he has a point that animals in zoos are expected to act predictably, like robots, for
the enjoyment of humans. Given that Cartesian views of nature haven’t completely gone away,
resulting in ostensible similarities between animals and machines, designing animal NPCs
should be easy. However, animals in games, like animals in zoos, are disappointing because
they aren’t real others, and they don’t look back. Their alterity has been subsumed into a
comprehensible human system, and this can be cause for despair (see Epp-carter for a
thorough but narrow discussion on the negative affects of represented nature). But, as Chang
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notes, this connection between nature and machine can be put to use too: “Games can offer a
compelling way to reconcile a deep connection to nature and the nonhuman world with an
equally important connection to technology and the virtual” (8). JanA ski concurs that “the
potential video games share with other works of fiction, i.e., to challenge the well established
preconceptions and explore new vantage points, should not be overlooked” (89). Animal
NPCs, as machine-like animal-like machines, are key to this opportunity.
Where Plumwood asks us to recognise what we have in common with animals without
incorporating them into humanness, Berger argues that the otherness of animals is necessary
to humans. He sees animals as a bridge between humans and nothingness and their similarity
and difference as essential in that role: “Animals interceded between man and their origin
because they were both like and unlike man.” (Berger 6, emphasis in original). The position of
animals, Berger concludes, also defines the position of humans. “The man too is looking across
a similar, but not identical, abyss of non-comprehension. And this is so wherever he looks. He
is always looking across ignorance and fear. And so, when he is being seen by the animal, he is
being seen as his surroundings are seen by him” (Berger 5, emphasis in original). Animals are
part of an environment, a sphere that encircles a person and is background to a human
foreground. When the background expresses some agency it reveals the environment not as a
set for human action but of a field of constant impersonal actions, of which humanness
emerges as just one situation among many. Dualistic conceptions of nature exaggerate and
essentialise difference and incorporate sameness, and this process can be seen in the way
animal NPCs are designed. This in turn, defines the player as a being in the game. Animals’
representation reveals what designers really think about the player and their place in the
world.
Talking about representation can get pretty confusing, pretty quickly. It is necessarily difficult
to distinguish between types of otherness, because, as Plumwood puts it, “Culture …
accumulates a store of … conceptual weapons, which can be mined, refined and redeployed for
new uses. So old oppressions stored as dualisms facilitate and break the path for new ones”
(43). Baker notes that the boundaries between representation and reality are fluid and
dynamic, as “human understanding of animals is shaped by representations rather than by
direct experience of them … representations do have consequences for living animals” (190).
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Representation shapes how humans think about and perceive animals, and this affords only
certain affections (leading to disappointment at the zoo, as Berger points out). Plumwood
delicately pivots between talking about animals and talking about ideas of animals, while
Berger cheerfully leaps between animals, ideas of animals and representations of animals.
Both these approaches guide this chapter’s discussion of representation (Spinoza, as Sharp
(2011) points out, isn’t very good with animals). Animal NPCs can be compelling not only for
their apparent innocence but because animals and NPCs are both subject to the kinds of
power that shape human perception of nonhumans. In this way, humans already interact with
animals (at least unfamiliar animals) as if they were representations.
Animals have an existence which precedes animal NPCs. However, for many animal NPCs this
hardly matters, because what players know about them comes from other representations. As
DeMello says, “Animals’ physical identity is less important to their status and treatment than
their symbolic identification and their social meaning. In addition, how we classify animals
shapes how we see animals, and how we see them shapes how we classify them” (10). It’s
hyper-real maps all the way down, without any foundational territory. The actual differences
between animals and NPCs must be kept in mind. Johnson and Verdicchio argue that even
though robots are often compared to animals in terms of capacity and potential social role, the
two should not be conflated. They observe that although robots and animals share “otherness,
capacity to trigger humans to anthropomorphize and attach, trainability, and potential to
assist humans and harm humans. … when it comes to thinking about the moral status of
humanoid robots, legal liability, and the impact of treatment of humanoid robots on how
humans treat one another, analogies with animals are misleading. They neglect the
fundamental difference between animals and robots, that animals suffer and robots do not”
(292). Animals are affected differently than robots, and experience that affect differently too.
They exist independent of humans, whereas NPCs do not. Perceiving an animal as machine-
like is doing them a disservice, but perceiving an NPC as machine-like is just accurate.
However, the othering of animals and the bad design of animal NPCs is part of the same
phenomena.
WORKHORSES
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Feinberg et al. write “Wherever we humans go, we seem to carry plants and animals with us”
(3), and this is true of digital spaces too. Animals in computer games are invisible in their
ubiquity. They provide introductory challenges in tutorial areas, populate planar forests, are
movable feasts of usable materials, and are the basis of whole genres. As well as being the
stars of the virtual pet, farming, exploring, zookeeping, and hunting genres, animals are the
unappreciated sidekicks of the RPG, the open-world sandbox, and adventure genres. They are
friends, pets, adversaries, transport, guides, collectables, workers and ornaments. What they
never can be is realistic. Instead of being realistic, animal characters are naturalistic, their
appearance and behaviour appealing to an idea of nature that seems truthy but are just based
on repeated media iterations. Through this, animal characters blow apart the distinction
between realism and believability that games researchers normally disregard.
Animals have at least twice as many legs to animate, fur and feathers to texture and render,
and incomprehensible or boring motivations. It seems strange that they should be
represented in games at all. Yet they have been there since the very beginning of games
(especially if aliens can be counted as a type of animal). Two early examples typify their roles.
In the 1975 text adventure Colossal Cave Adventure, the player encounters an enemy snake,
and uses a caged bird as a tool to frighten it away. In the 1981 platformer Donkey Kong, the
titular ape kidnaps the player-character’s love interest and spends the rest of the game
keeping her captive and chucking barrels at the player-character. These animals are enemies
and tools, but also conform to familiar narratives.
Animals are represented in computer games to replicate existing affective relationships, to
facilitate a simplified and intensified version of what is already familiar. As such, particular
animals are included in games for their existing association with particular affects, and
because of this animal characters as characters are often not very complicated. This is an
extension of the simplification seen in all NPCs, just turned to the concept of species instead of
social roles. In doing so, the concept of a species becomes a social role through its human use.
“How we classify rabbits—calling them pets, or meat, or lab animals—has to do with where
they live, and what they are used for” (45) writes DeMello, and what is true of rabbits is true of
NPCs. A pet bunny has different legal rights and a different affective relationship with humans
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than a feral rabbit. NPCs are defined by what they provide to the player. The idea of rabbitness
translates to games through those roles. The aspects of animal characters that are represented
are those which relate to interaction with humans.
Animal characters execute many functions which would be strange for a human character to
perform: unwavering yet wordless loyalty, transport, edibility, an atmosphere of wilderness,
gender and sexual neutrality, cuteness, and a roundabout way to accept the robotic nature of
NPCs. Animal characters offer things that human characters cannot, at least not without
making things weird. In this way, animal NPCs are rushed in where human NPCs fear to tread.
JanA ski offers a thoughtful categorisation of animals in computer games and DeMello offers a
discussion of animal classification systems (46), and this section will not replicate their work.
Instead, let’s take a closer look at the things animal NPCs can do that human NPCs cannot.
[Image removed due to copyright restrictions]
Fig. 1: Concept art for the game Battle Chef Brigade illustrating how each monster can be
processed into different food items. (Arguello)
Animals are companions. They can’t carry as much stuff as Lydia of Skyrim can, but they are
cuter. Other than that, human companions and animal companions do pretty much the same
thing. Companion animals usually don’t have dialogue, which is a relief, but they fight for the
player if there’s fighting to do, and stay by the player’s side. How they affect the player
differently is their status as a pet. Lydia is subservient to the player because she is an
employee, but the subservience of animals comes naturally. Companion animals quickly turn
into virtual pets, a game genre about caring for a nonexistent body. This genre in turn quickly
crosses into the farming genre, where players expect some reward for their care.
In all sorts of game genres, player-characters can ride around on horses, a very wholesome or
archaic form of transport. Given the challenges of horse hair, horse animation, mounting,
dismounting, and player control (Feraday Miller), it’s hard to see why games wouldn’t just give
player-characters a nice flat skateboard instead. Horses make the player-character go faster,
and skateboards could certainly fulfil that function too. But there are a number of other things
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horses do that skateboards cannot. They give an impression of a pastoral or historical setting.
They are mortal. And combining the player-character’s body with a horse-character’s body
makes the forward motion of the pair an action of the horse rather than an action of the
player-character. They have a directionality to be taken over. The horse is objectified, which
objects cannot be, and this contributes to a player’s experience of power.
Nature, environment, surroundings and animals are easily conflated, both in game literature
as well as game design. Animals often exist in games to make the place look nice and to be
metaphors. The meaning of character becomes blurry in this instance, especially in games
where the animals can’t be killed. The doves of Shadow of the Colossus and The Last Guardian
flee from the player-character, but that is the extent to which they can be affected. In Shadow
of the Colossus, white doves fly around Mono, the game’s damsel in distress. In The Last
Guardian, doves roost in the old castle ruins and distract Trico from his tasks. In the first case,
the doves are a metaphor and exist to add poignancy and a bit of grandeur to the girl’s dire
situation. In the second, the doves are part of the furniture, and exist to make the place look
lived in. In both cases, the doves are an intensifier through what they signify. They add and
concentrate meaning. The player does not interact with them as doves, but through doveness,
the idea of doves.
Isbister writes that when designers don’t want players to relate to characters in a gendered or
sexual way, it is best that the characters be cartoon animals (119). Animality is seen as a way
that players can interact with characters without involving themselves in the messy business
of human social structures, especially the difficult ones like race, gender, and sexuality.
According to Isbister, animals, and especially cartoon animals, are perceived, and relate to
players, as gender-neutral beings (46), and appeal to both male and female gamers (119).
Interacting with animal characters is all of the fun of normal NPC dialogue, without the
complications of human sexuality and gender dynamics, she suggests. The thought of
sidestepping the vagaries of human relations is a pleasant one, but trying to avoid particular
difficulties in interpersonal relations only introduces different difficulties, namely, the
exaggeration of difference between humans and animals.
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While Berger observes that animals have become associated with childhood, Johansson has
noted that computer games are still seen as media for children (170). Computer games about
animals, then, are contending with two parallel conceits, and must further contend with
dualistic associations. A game about hugging pastel bunnies has different connotations, and
will be attractive to different types of people, than a game about training attack dogs. Even
games that are mechanically very similar, like a game that is about shooting ducks with a
camera and a game about shooting ducks with a gun, will affect players differently. Animals,
then, exist in games to evoke particular feelings that human characters can’t, and they do this
through being seen to possess certain nonhuman qualities and lack certain human qualities.
They are too much in some direction and too little in another. As Berger would say, they’re
further along the spectrum to nothingness, and that makes the player feel more
somethingness.
HEDGEHOGS AND BANDICOOTS
Numerous games, including the Crash Bandicoot series, the Sonic series, A Short Hike and
Night in the Woods, among many others, have a hybrid animal-human player-character. These
player-characters have two things in common: cartoonishness and functional humanity. Their
animal aspects provide narrative justification for personality traits or superhuman abilities, or
their friendly or adversarial orientation towards others. Sonic’s hedgehogness means that he
can hurt others by rushing at them spikily, and that he cares about his fellow animals.
Animality as a costume over a basically human character is exemplified in the case of Crash
Bandicoot: bandicoots are brown, stout, rabbit-like animals who never wear pants, while
Crash Bandicoot is a bipedal, broad-chested, snake-hipped orange humanoid with a fox-like
head. His bandicootery is expressed in his inhuman physical prowess: Crash Bandicoot can
jump high and smash hard. Berger writes of humanoid animals in art, “a person is portrayed
as an animal so as to reveal more clearly an aspect of his or her character. The device was like
putting on a mask, but its function was to un-mask. The animal represents the apogee of the
character trait in question: the lion, absolute courage: the hare, lechery” (18). The hyper-
masculine appearance of Crash appeals to the association of masculinity and animality in
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terms of wild-ego-driven physical feats. However, the bandicoot is not a well-known animal,
even to Australians. According to one of the designers, the bandicoot was chosen as a player-
character for this very fact (Gavin), as Sega and Looney Tunes, the two major artistic
influences of Crash Bandicoot, were respectively having successes with Sonic the hedgehog
and Taz the Tasmanian devil at the time. Crash’s species, then, does not rely on an association
of bandicoots with a human personality trait, but an association of any esoteric animal with
coolness.
Being a human pretending to be an animal that acts like a human not only occludes the
otherness of animals, but introduces the idea of a universal, bodiless affect. The affect cycle
seems the same, but the humanity of animal-shaped player-characters posits that the beings
engaging in that cycle are interchangeable, which emphasises the cycle as an independent
force. Even when the player is a bandicoot talking to a chunk of wood, the relationship, affects
and personalities of the characters are the same as if the player-character were an elf talking
to a wizard, or two humans talking. Animal-shaped humanly-functioning player-characters
allow the player to play a hegemonic game persona while perceiving it as neutral, beyond any
human specificity.
In some games, the player-character is shaped as an animal, and the player plays concordant
with its appearance. Controlling the animal body is promised as a precursor to inhabiting the
animal mind. Alley Cat, Untitled Goose Game, Shelter and Shelter 2, WolfQuest, Goat Simulator,
and even Frogger offer this opportunity. The bodies of these animals are more a limitation to
movement rather than a total realignment of desires, relations, senses and so forth. Games
with animal protagonists are often an opportunity for the player to roleplay vulnerability. In
these games the player is within the power of others, whether the environment, predators,
human characters or machines. Other than Alleycat, the aim of all of the above-named games is
merely to persist; animal simulation games tend to be survival games. Where animal player-
characters have some modicum of power, like the fish-snatching feline of Alleycat or the sneak-
honking goose of Untitled Goose Game, they are positioned as outsiders, agents of chaos in an
established order. Frogger demonstrates well the tendency of animal player-characters to be
act less like agents than human player-characters. Frogger’s protagonist does not defeat any
enemies, saves any damsels or change any worlds, but rather dodges, avoids, and generally
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stays out of trouble. The frog is not able to change anything about the situation it is in, and can
only survive by fitting into the rhythm of the system. This reflects a broader idea of the
abilities and positions of animals more generally. There are no enemies or companions in
Frogger, only isolated individuals and the inexorable need to move forward. Frogger’s staccato
movements are not only a testament to the animation limits of the time, but also an indicator
of how little the frog can do in the world. It can move, or it can be still.
While Klevjer has hypothesised that player-characters are a kind of bodily extension – a tool
that the player uses to manipulate the game world – few researchers have studied whether the
purported species of the tool has any effect on the way players interact with nonplayer
characters. Fuchs optimistically proposes that “animal avatars provide potential vehicles for
becoming-animal, thus allowing us to reassess the human condition” (261), though de Castell
maintains that “the kind of world it is within which selves are formed matters as much for self-
building in virtual environments as in real ones – if indeed that distinction even makes much
sense any more” (214), indicating that, for her, the structure of game worlds must be
accounted for in discussing any liberation potential of avatars. While this thesis does not go so
far as to suggest players are just “a cog in a mechanism … subordinated to skilful compliance
to the demands of the role” (de Castell 216), it also cannot conclude the opposite, that animal
avatars can deliver “intimate conjoinings of not only self and machine but also human and
other non-human Others” (Fuchs 264). What it can say, is that in terms of what a player can
actually do in a game as an animal is not all that interesting really, and so the difference in
mechanical affordances of animal avatars and human avatars is either minimal, or makes
animals less capable than humans. Much of the affectiveness of animal avatars, then, comes
from surviving in a game world with few abilities, or ideas about that animal, rather than how
the player engages with others or perceives the environment.
ROBOTS
[Image removed due to copyright restrictions]
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Fig. 2: The player-character approaches a Strider, a type of robot in Horizon Zero Dawn. (author
screenshot)
That said, animal NPCs are interactive, and do watch and judge the player. Animals in
computer games are, in their small way, animate beings, not mere static images. They can view
the player as well as being viewed. It is possible to be surprised by an animal in a game, to
look across “the narrow abyss of non-comprehension” (5) as Berger extravagantly puts it, to a
creature who operates in mysterious ways from oneself. It is possible to wonder what is
behind the pixels, to question what motivates and instructs its behaviour. For those
inexperienced in computer programming, the answers may be as unforthcoming as those from
a bat. But representations of animals in computer games more often than not contribute to
what Berger calls the “cultural marginalisation” of animals, and represent little more than
repeated ideas about animals and particular species rather than an attempt to recreate reality.
As such, players have different relationships with animals characters than they do with real
animals, though as Lin et al. notes, they are constantly comparing them. The relationship
between players and animal characters in games is unique, incomparable to players’
relationship to humanoid characters or to real animals.
Horizon Zero Dawn is a AAA game about running around the countryside and hitting robot
dinosaurs with a huge sword (as well as uncovering the mystery of the AI apocalypse that
resulted in the collapse of human civilisation). Its protagonist, Aloy, is a down-to-earth, no-
nonsense, rough-and-tumble girl of extraordinary strength and millinery prowess. On first
glance, she lives in a world where robots have replaced animals entirely, yet this radical
ecology seems to be taken for granted by the hunter-gatherers around her. The robots are
representations of representations of real animals: they look like robot versions of familiar
animals. In the game ecology, they perform the same roles as animals would, and in the game’s
mechanics they also perform the same. Robots seem to take the place that animals would in an
imagined primitive people, acting as totems, resources, mythological figures and the centre of
the economy. Robots take the place of animals not just in terms of human exploitation, but
within the world too: eating grass, trampling the ground, reproducing and performing sundry
ecological services. There is another important similarity between these robots and animals –
they engender the question: who made them and who put them there? The search for this
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existential answer ends up being the main quest of the game, and has an easy and
uncontentious solution. Turns out, after an evil AI destroyed all life on earth, a good AI tried to
terraform the remains with these robot animals, eventually planning to replace them all with
real animals, and restore human civilisation, when conditions were right. But the plans never
came to pass and the planet ended up with a large number of robots, a small number of
animals, and a subsistence society.
Aloy’s main task in the game is to ‘kill’ lots of robots. Different robots require different fighting
tactics; the player must learn numerous strategies of approaching, attacking, tricking, or
hiding for each of the species. Familiarity with the capabilities of a variety of animals is
essential to survival in the game. The mechanical animals, however, comprise 25 species and
exhibit a variety of behaviours. In concordance with the game’s narrative of ecosystem
collapse and technological deliverance, and presumably for the pleasures of deathly
accomplishment, they are all in the guise of megafauna: bison, buffalo, horses, panthers,
dinosaurs, and terrorbirds. The robots each have roles to play in both the narrative and the
game’s ecosystem. The bison and buffalo, for example, consume grass and turn over earth,
performing the same actions that a biological ruminant would (although it is unclear what
happens to the grass after consumption). Predators watch over the herbivore herds, alerting
the beasts with alarm calls and mobilising into attack formations when a human is sighted.
The player kills the robots for a number of reasons: to procure metal shards (a type of
currency), to acquire machine parts for constructing new weapons, to fulfil a quest (such as
acquiring machine parts or removing a threat to a village), to access a new area, to show
prowess to human NPCs, for fun, or for practice.
The player has a number of weapons that can kill the mechanical animals. One of these
weapons can reprogram the robots to act as the player’s ally. It is difficult to wield, as the
player must slowly sneak up on a robot without them becoming aware of the player’s
presence, and then must stay perfectly still and undetected for a number of seconds. It is often
easier just to kill a robot instead of trying to reprogram it into a friend. But once achieved, this
reprogramming results in a remarkable reversal of the robot’s behaviour. Once forcibly
converted into a friend, instead of attacking humans and defending robots, the allied subject
defends humans and attacks other robots. It is also able to be mounted and rode as an ersatz
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horse. Its loyalties are completely inverted; what once was loved is now hated, and vice versa.
This can have some difficult moral consequences. Once reprogrammed, a robot is destined to
live alone. Reprogramming it results in a life without companions. Some quests require the
player to kill all robot dinosaurs in an area to progress, including any reprogrammed allies.
Faced with this choice, players may choose (as this researcher did) to return to an earlier save
and fight the battle again with no robot allies, rather than kill a friend (even though reloading
the game effectively wiped the friend from existence, albeit in a way that displayed no violent
animations and was external to the game narrative).
The ability to reprogram robots draws attention to the fact that they are programmed in the
first place. They are not creatures of judgement or independent thought, they are vessels of
cause and effect. And in this, they are not differentiated from the game’s animal characters.
Relationships with human NPCs in HZD can change based on dialogue choices and actions. The
player can have many different relationships with the same human characters depending on
what they say and do. But no matter how they act towards animals, the robots and animals
will always relate to the player one way, unless forcibly reprogrammed. This also makes
reprogramming less an act of psychological violence and more like changing the settings on a
microwave. The creatures never had free will to begin with, so changing their relationship to
the world is not a fraught act. It is not presented in the game as a morally dubious thing to do
(neither is killing them), just another cool ability.
As well as becoming friends, any robot can also be “corrupted”. Corrupted robots are stronger
and more aggressive, and live in corruption zones – especially difficult areas of the game.
These are essentially more extreme versions of ordinary robots – faster, more perceptive,
more violent, more passionately intolerant of human presence. They promise an intensity of
what the player has already experienced. They cannot be turned into friends. But this solidity
is also positioned as an aberration. They are “corrupted”, that is, they have been affected, they
have deviated from the norm, they are other than their natural baseline state. When Horizon
Zero Dawn posits that its robots have a basic state which only external actors can alter, it
reinforces the synonymy of normal and natural, and suggests that game animals are passive
beings that can only be acted upon. No robot in Horizon Zero Dawn decides to be a friend to
humans, nor to be super-aggressive. They are only programmed by others to be so. The
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wilderness and its creatures stays in stasis until something acts upon it. In this, Horizon Zero
Dawn reveals that its massive robot dinosaurs are robots pretending to be robots pretending
to be dinosaurs, but they were actually just dinosaurs all along.
The robots in Horizon Zero Dawn behave functionally like animals in games: that is, they
behave like robots. Most games just have actual robots pretending to be animals but acting like
robots. Horizon Zero Dawn acknowledges and celebrates the artificiality of its creatures. The
robots in Horizon Zero Dawn behave like any other animal represented in games.
The artificiality of Horizon Zero Dawn’s robots is emphasised in a number of subtle but
repeated ways. Firstly, the player, through a special device, can see the paths the robots will
walk in the future. Secondly, if interrupted, the lights of the robots switch from blue to yellow
(cautious curiosity) or red (active hostility). This visible display of affect is designed for the
player’s ease of sneaking, but this obvious show of intent implies that robot emotions are
discrete, linear reactions prompted by external events and internal timers, easily
distinguishable, and work in quite different ways to how emotions function in living creatures.
Thirdly, their appearance is metallic and hard, comprised of panels, tubes, wires, blocks and
tanks of green liquid, and their voices are machine-like whirrs and bleeps. Fourthly, the robots
are uniform, with no baby robots, thin robots, fat robots, beautiful robots or elderly robots in
the population. Fifth, the player can destroy them in a modular way, blasting components off
them one by one. Finally, within the human population, there is no reverence for the robots,
only trepidation and technical knowledge. The majority of humans do not mourn or celebrate
the souls of the robots, and the one human that does attach some mythology to the individual
robots is depicted as off his rocker. In this way, the artificiality of the robots serves both to
maintain the dualism between natural and artificial. The mindless, clockwork robots that so
efficiently take the place of animals affirm nature as a passive environment for conscious
agents to do their work.
In the beginning of the game, the player is encouraged to relate to the robots the same way
they would relate to any digital animal: to become familiar with their mechanical behaviours,
develop methods for interaction with them, and to extract resources from their defeated
corpses. Having discovered that the robots are normal game animals, the player can relax. The
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player knows where they stand – at the top. But because humans have few real-world
obligations to giant robot dinosaurs, HZD offers some unique affordances to particular game
audiences. Horizon Zero Dawn is a game that finally lets vegetarians participate in violence
against digital animals without guilt (McCormick). The game relies on players caring about the
game ecology enough to keep playing and slowly uncover its history, but not caring about the
ecology enough to relate to the robots in the same way as any other hunting game.
Coghlan and Sparrow’s discussion of the ethics of killing digital animals in computer games
touches on the usual arguments about killing things in games (it makes people violent,
immoral and prejudiced), but with an interesting addendum. They concede that the worst that
the representation of animal cruelty in computer games can do is have “at least some
potential, even if only a modest one, to contribute to moral indifference toward animals” but
argue that it’s bad for a different reason: players don’t want to do it. They observe that many
players do everything they can to avoid killing virtual animals, to the point that their game
progress suffers for it. Chittaro and Sioni’s work investigating the desensitising effects of an
ant-themed game of whack-a-mole deflates this conclusion a little. They found that not only
does squashing ants not make players desensitised to violence against animals, but removing
the ants and replacing them with squashable rectangles makes the game boring.
Representations of ant death in their game was important to player satisfaction, but was
either not important to the formation of attitudes towards ants or reflects existing attitudes
towards ants (236).
Instead of viewing player discomfort at killing digital animals as evidence that it is a bad thing
to do, Stanley sees it as evidence that digital animals are affective. Feeling upset about the
death of animal NPCs, whether as a player or as a researcher, is “another fantastic example of
how the medium is striding towards more meaningful measures of interaction … it’s a good
sign of a maturing industry when we can witness a dragon hunt of all things and feel a genuine
emotional response” he argues. Johnson and Verdicchio also offer a neat explanation about
why it’s actually fine to kill as many computer game animals as you like: they don’t care
whether they live or die. While analogies are often made between robots and animals (293),
these analogies are always lacking, Johnson and Verdicchio argue, because they always discuss
animals and robots entirely in terms of their relations to humans. That the way humans
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perceive and act towards robots and animals might be similar in some cases, they emphasise,
doesn’t change the fact that the two are actually very different.
A few authors argue that hunting games do not have to have lasting moral effects on players to
be problematic; they can just be bad games. Sawers and Demetrious’ rather fantastic paper on
the political implications of American hunting arcade games in Australian quasi-public spaces
characterises hunting games as “a space in which the effects of risk society [a society
concerned with the risks of the future and how to deal with them] are temporarily forgotten.
The domination of nature … can be played out in the game, without the associated risks”
(244). Hunting games, in their view, are a beautiful escapism from an environmentally
degraded world into the kind of world that caused all our problems in the first place. However,
they are also “forms of political persuasion working through a new modality” (244). van
Ooijen suggests that even though animals and robots are different, the ideological functions of
game mechanics represent a certain attitude towards animals, which the player has a hard
time escaping (33). He argues that “that games make meaning, not by creating a full
reproduction of the world, but by selectively modelling certain procedures associated with
specific phenomena” (35), and that the specific selections “constitute tangible models of
specific areas of ideology” (35). That some represented bodies in games are able to be killed
and eaten and some are not places these beings in a hierarchy defined by regulation. Like
Stanley, van Ooijen sees the indignity of animal NPC death not as a glorification of killing but
as a realistic representation of real animal deaths. The mechanics of looting, though, show the
fundamental position of human and animals: “When you loot a human body, you acquire their
possessions: weapon, armour, money, and so on; but when you loot an animal body, you rather
acquire its meat. At its most basic structural level, then, the game presents the argument that
humans are robbed, whereas animals are hunted” (38). The mechanics of respawning, too,
“model natural life in accordance with the ideology of industrial capitalism, i.e. as an infinite
source for endless exploitation.” (41). van Ooijen observes, though, that a number of games
have tried to tackle this thoughtfully, albeit clunkily (37-41), mostly by limiting the kinds of
animals that can be killed, or having the number of type of animals killed affect a morality
mechanic. HZD allows players to sidestep all of this by representing their characters as robots.
They afford an instrumentalised relationship to animal NPCs that isn’t made fraught by their
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representation as real animals. By representing their robot animals as robot animals, they
invite players to see them as merely robot animals.
Plumwood observes that the mechanic of hyperseparation is a key part of creating otherness.
HZD’s robot dinosaurs clearly stand out from the game’s lush, picturesque grasslands. Visually,
they provide a striking contrast. They are shown as having an essential nature completely
different from all the other beings in the game. Mechanically though, they’re not any different
from any other animal NPC. Plumwood notes that one popular way of maintaining
hyperseparation is the distinction of things as sacred and profane (49). The robot dinosaurs,
although huge and powerful, are not objects of worship for HZD’s humans. Instead, like other
animals, they are resources, in a class of their own. When Aloy is asked by a villager to kill a
robot in order to save their town, the game is asking the player to see the robots as profane, a
threat to something which must be protected and isolated (Plumwood 50). The robot
dinosaurs, being huge and artificial, demonstrate an “unbridgeable separation, a separation
not open to change” (51).
PIÑATAS
The 2006 game Viva Piñata offers a less destructive vision of artificial ecology. Viva Piñata is a
game about collecting cute creatures, and as such finds itself within the simulation genre
alongside farming and zoo management games. As in Horizon Zero Dawn, Viva Piñata
introduces the player to a degraded environment that only human labour can restore. The
primary task of the player is gardening: tilling soil, weeding out unwanted plants, sewing
seeds, watering seedlings, and deciding where plants, ponds and animals should go. Colourful
paper animals show up and live in the garden once a minimum amount of work has been
done. Different animals have different needs, and so the player can decide to lure a particular
animal by designing particular habitats for them, growing particular plants, changing
particular landscape features. The Buzzlegum, for example, will only appear if there are two
buttercups and no Arocknids in the player’s garden. Unlike Horizon Zero Dawn where the
humans and robots have an uneasy relationship of unassailable difference, the pinX atas and
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first-person player of Viva Piñata are in a mutual relationship of cause and effect, becoming
more complex over time. While the human has god-like oversight of the system and the
pinX atas are ultimately dependent on the player to survive, their needs are at the centre of the
game, and the player is focused on their individual welfare and preferences. The player’s goal
of wilderness rehabilitation is gamified by the collection of colourful creatures.
Though pinX atas have a reputation for being extremely smashable, the pinX atas of Viva Piñata
cannot be damaged physically, only emotionally. The player must keep their habitat well-
maintained, otherwise the creatures will become sad and leave the garden, and the player will
find themselves owning an incomplete collection. Management of the animals becomes a
concern when there are enough of them to breed, and predatory pinX atas start to arrive, but
otherwise the pinX atas find their own food and entertainment. The main pleasures of the
pinX atas are their colourful appearances, the pride of being a competent enough gardener to
attract them, and the satisfaction of completing a set. In this way, the appearance of different
species of pinX atas serves as an indicator of progress – pinX atas arrive in the garden only once
some work has been done, and as the game goes on, the player has to do more work, and more
difficult kinds of work, to attract more pinX atas. The greater quantity and quality of pinX atas the
garden contains, the more successful the player is. The pinX atas are both the game and a
scoring system. Unsurprisingly, as adorable and characterful as the pinX atas are, this has
implications for the relationship between the players and the animals.
The relationship the player has to the pinX atas of Viva Piñata is caring and understanding. The
player gives the pinX atas what they need to survive, and in return receives the continued
survival of pinX atas. While not quite a farmer, the pinX atas are a livestock of a kind, a herd that
produces not meat nor milk, but a sense of achievement. Unlike the animals of farming games
like Stardew Valley, they do not produce anything and do not perform labour for the player.
They are not commodities in the sense that they can be exchanged, but they are not quite pets.
Interaction with them occurs on the level of species, not the level of individuality. When
problems occur, they must be fixed by the player, not solved democratically or left for the
animals to figure out alone. The pinX atas have some capacity for self-determination, as
evidenced by their ability to survive in the wild, their decision to come into the garden or leave
it if it’s not up to standard, and their ability to feed and entertain themselves once ensconced
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in their allotments, but they need the player to make a place for them to live, to keep them safe
from predators, and to build an ecology. They need, in short, the player as a benevolent
authority; a zookeeper.
Zoos trade in exoticism, as DeMello observes (101), and they also serve as a dissatisfying
container for the otherness of animals, Berger remarks (21). They promise a meeting with
animals but stand as a frustrating “monument to the impossibility of such encounters” (Berger
21). “Adults take children to the zoo to show them the originals of their ‘reproductions’” (21),
Berger argues, but Viva Piñata does away with the pretence. Animals have always been a
demonstration of technological spectacle, Burt argues, and “changing configurations of
visibility and invisibility … are what determine both the nature and power of animal
representation (Burt 222).Viva Piñata shows that the display of animals to demonstrate
technological achievement has not vanished, just modulated. That the player does not act on
the creatures, but can only modify their environment, reveals the network of affective
relations they are embedded in – or more accurately, individuated from. PinX atas come into
existence when circumstances are optimal, and while the game’s narrative posits a wilderness
that the pinX atas come from and go to, mechanically the pinX atas are rendered into view upon
the completion of certain player-instigated conditions. They are entirely products of their
environment, and it is up to the player to manage that environment. The game of Viva Piñata,
while ostensibly about a little zoo of pinX atas, is actually about the modification of an affective
landscape, such that certain things and not others are individuated into existence.
DOGS
As Burgess-Jackson notes, it is unproductive to refer to animals and relationships as if they
were abstract, undifferentiated blobs (159), which is perhaps the point at which it’s time to
leave Plumwood’s structural-based approach and move to Haraway’s concept of significant
otherness. Haraway’s work details the philosophical implications of close relationships with
domesticated nonhumans. She remarks that “Just who is at home [in the mind of the dog] must
be permanently in question. The recognition that one cannot know the other or the self, but
must ask … who and what are emerging in relationship, is the key … We [humans and dogs]
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are not one, and being depends on getting on together” (50, emphasis in original). To be in the
world requires getting along with things that are both completely different from oneself and
are necessary for constituting oneself. This is true of all animals, but comes into sharp focus
with dogs, because they have such intimate relationships with humans.
Kirk argues that people like dogs more than other animals because they have a greater sense
of ownership and control over them. Kiesler et al. further propose that a sense of ownership
over an animal means that human owners perceive more complex psychological explanations
for their pet’s behaviour. Lin et al. also note that the intensity of emotional expression and
player control of digital dogs (which they inexplicably do not refer to as dogitals) account for
much of their appeal to players of pet games. Chesney and Lawson, however, observe that
players of Nintendogs do not enjoy or feel as attached to their virtual pets as much as owners
of real dogs enjoy and feel attached to theirs (though Consalvo and Begy show that the death
of virtual pets can be quite affective (95)). To further emphasise the difference between the
affectiveness of pets and the affectiveness of virtual pets, Warpefelt and Verhagen
uncharitably define pets in games as “essentially a purely decorative NPC that … is simply
there as a vanity item” (7). Like friends, the virtual pet is made to replicate familiar
relationships, but in simplifying the relationship for digital spaces, it reveals quite a lot about
what can be considered the fundamentals.
Pet ownership is a common human-animal relationship, and also a relationship that game
designers are keen to represent. It is therefore unfortunately necessary to look at the real
world for a second to see what designers are trying to aim for. Affection is at the centre of the
human-pet relationship, though not unproblematically, as Haraway notes (33). Archer has
shown that for many people, the death of a loved pet is comparable to the death of a loved
human (239). As Archer notes, humans can be extremely attached to their pets, even to the
point of spending money and time on them (238). While pet ownership involves significant
caregiving and nurturing, it is also the case that humans find strength and security in their
companionate relationship, and rely on their animals for their emotional needs (Archer 245).
As such, humans acquire pets for the express purpose of affecting and being affected by them.
Burgess-Jackson notes that pet-ownership is inherently other-oriented: “We are attuned to
their material, psychic, and social needs” (160). This affectability is helped, in the case of dogs
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and cats, by the perceived similarity of their emotional lives (Archer 251). Archer argues that
“the emotional similarity that people recognize in animals … forms the basis of being able to
communicate with them by visual and auditory signals, and by touch (the equivalent of
grooming), and to share object play with them” (251). Whether animals actually do feel the
same emotions as humans is moot, as it is the perception of emotional similarity that is
fulfilling to the pet owner. Archer, in accordance with Darling, Isbister, Reeve and Nass, and
Nass and Moon, asserts “the human tendency to project feelings and thoughts onto animals,
and even onto inanimate objects such as robots and computers, would seem to be a pervasive
one … Anything that is similar to a human being, and with which a person has repeated
interactions, is treated as if it has a ‘mind’” (252). This is great news for game designers, as it
means that replicating human-animal relationships in games should be easy.
In the recent virtual pet game Wobbledogs, god-like players feed, clean, praise, scold, train, and
manipulate the microbiome of wobbly oblong dogs. Lin et al. (4) and Consalvo and Begy (99)
observe that the main audience for virtual pet games is tweens, and that the vast majority of
virtual pets are eventually abandoned out of boredom, but Wobbledogs attempts to avoid this
fate by giving dogs the abilities to age and die, and players the ability to breed and mutate
their dogs and decorate their dog habitats. The player of Wobbledogs does not only have a
relationship to the individual dog, but a responsibility to their whole species, as they manage
mutations and selectively breed dogs to achieve weird effects. The modification of the virtual
dog body does not begin and end with virtual dog biscuits, but in their genetics, limbs, and gut
flora. In her discussion of Spore, Chang notes that such mutation mechanics promise “an
ethically unencumbered space in which players can spool out countless environmental
futures” (33), but they also firmly place the human as master, an “architect of fantastic worlds
rather than an individual within them” (Chang 31). Selective breeding can make wobbledogs
so tall that they cannot reach down to their food bowl and must be hand fed: the player’s
decisions affects how the wobbledog experiences its world. The player has greater control
over their dog’s body, which becomes an instance of a larger whole rather than an individual.
Molleindustria’s Dogness takes this philosophy to the extreme in its dogpark simulation about
“the resurgence and normalization of white supremacy in the Trump era” (paolo 2018). In it, a
god-like player must breed dogs to create the perfect pup, but is hounded by natural variation
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and the threat of mongrels. These dogs do not need food, water, or shelter, they need pure
genetics and strong management. paolo notes the strong connections between purebred
animals and human eugenics, and this game, like most of Molleindustria’s games, observes
that game mechanics perform ideological work. The affect of what games signal through
metaphor is as important as what they superficially present as, and that animals are
commonly used in games as metaphors for humans means that animal games carry a lot of
weight.
That said, in SokPop’s Pupper Park, the player plays as a puppy running around a dog park.
This cute game is about the unproblematic experience of joy, as players run, bark, pick up balls
and sticks, and drop them again. The player is given little instruction in Pupper Park, and must
work out the controls for themselves. This speaks to what Fuchs, in a discussion of Bear
Simulator, calls the becoming-animal, a recognition that “before humans can even start to
ponder philosophical or religious questions, they must learn to control their bodies, to move,
and to navigate the world, so do bears … and so do players, as they begin to interact with—
and act through— their bear avatars” (266). The pups of Pupper Park will never start to
ponder philosophical questions, and that is their whole appeal. They promise a world in which
theses don’t matter, work never has to be done, and getting the most fun out of life is the only
consideration. The player can inhabit the imagined joy of the carefree puppy as “the video
game opens up a new state of being, as players are thrown into a world that is not their own
and a subject position not their own, but which become their own through gameplay” (Fuchs
267). However, even the game developers note that the game is an entertaining diversion of
ten minutes or so. Pupper Park is a game made for moments of in-betweenness, to forget the
boring human world and imagine something better, but only for a short time between other
things.
John Berger was definitely a cat person. Of keeping pets, he says, “in this relationship the
autonomy of both parties has been lost (the owner has become the-special-man-he-is-only-to-
his-pet, and the animal has become dependent on its owner for every physical need), the
parallelism of their separate lives has been destroyed” (15). The genetic manipulation of
generations of virtual dogs points to their objectification, as “they are conceived of as [the
master’s] instruments, a means to his ends … he is free to impose his own ends” (53), as
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Plumwood says. “The identity of the underside [in contrast to the master’s upperside] is
constructed instrumentally” (53), and in the charming Wobbledogs and the self-aware
Dogness, this is quite literal, as dogs are constructed by the player for their own ends. But
Haraway sees the malleability of dogs as an opportunity, denying that the parallelism of dogs
and humans has been destroyed, but rather can come to an uneasy balance. The power
dynamics of dogs and humans, she suggests, are commonly forced into master-other relations
by people who use the word alpha in all seriousness (48), but are more productively managed
by ideas of companionship. To have a significant other requires becoming a mixed breed, she
suggests, and recognising that “the world is a knot in motion” (6) and that everything
seemingly fixed is actually constantly in contention.
CHICKENS
Much work in recent years has criticised Huizinga’s theory of the magic circle – the idea that
game space constitutes a realm entirely separate to the real world. Instead, a new theory has
developed that digital spaces, and game spaces, are an extension of, auxiliary to, or an equal to,
real spaces. As a consequence, interaction with others in digital spaces is seen to have some
things in common with others in other spaces – even if the rules and norms are not the same,
there are still rules and norms. Games are not a completely separate place, but they are a
particular place. Player interaction with digital animals highlights both the otherness of game
spaces, and the ways in which game spaces both reflect and act upon real spaces.
For most people reading this, animals such as deer, horses, cows, rabbits, pigs, goats and
chickens are a familiar idea but not a familiar presence (alive, anyway). But for game players,
digital livestock is ubiquitous. Interestingly, even though farm animals are alien to everyday
life and interactions with them in real spaces are rare, interactions with them in digital spaces
are not particularly fraught, or even significantly novel. Although these creatures are rare and
strange, and players have probably not had the benefit of extended interactions with them in
real life, interaction with farm animals in game spaces is easy, even to the point of being
humdrum. Easiness is often a result of repeated encounters, something that has been learnt
previously. In the case of the chicken, although the reality of the chicken is alien, the idea of the
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chicken is an old friend. To take it further, although the real body of the chicken is alien, the
digital body of the chicken is an embodiment of the idea of the chicken. And players have often
spent more time with the idea of the chicken through media representations of chickens, than
they have with non-represented chickens. Chickens in computer games are different to real
chickens, toy chickens, filmed chickens or literary chickens. People expect different things
from game chickens, and interact with them in different ways. One of the more common ways
that players interact with digital chickens is kicking. One might not kick a toy chicken because
it is the property of another who you do not wish to offend, or because is an object of some
value. One might not kick a real chicken because it belongs to another, or because one has
some sense of compassion for living beings. One cannot kick a chicken in a movie or book at
all. But one may kick a digital chicken without consideration for ownership, sentience, or even
damage. One might even get rewarded for the kick in terms of spectacle or even game points.
Kicking a digital chicken in a game is loads of fun – they usually make a scene of fluttering and
squawking, and return back to benign normality quickly. The immediate cause and effect is
very satisfying. It demonstrates to the player their power of activity, the extent of their
affective capacity. It’s very tempting to abuse the chicken-shaped computer program that has
been specifically designed to be abused for fun, even for those of us who are normally quite
nice. Animals in games are an interesting case study in character objectification specifically
because they are seen to have less agency and to be somewhat automatic in the real world.
Their presence is evocative and inviting in a way that other beings’ existence is not.
This is not to say that there is some pure chicken outside of human culture that can be grasped
if only media representation of the animals were more accurate. But there is a chicken depth
that can be plumbed to a greater or lesser extent, and a chicken thickness that can be
appreciated. Fothergill and Flick discuss representations of chickens in computer games and
connect their in-game roles to the way humans have historically used the birds, and how they
are currently viewed. Through this, they show how changing social attitudes towards our tasty
friends have influenced depictions of chickens in computer games, and the kinds of
relationships players are expected to have with them. Chickens are not an uncommon sight in
games: in medieval-esque settings they can often be found roaming in villages, in other games
they are used as food or props. Fothergill and Flick argue that the digital chicken is an
extension of the domestication of the chicken, a furthering of the conversion of the wild
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animal into something interdependent with humans. In their digitisation, certain qualities of
the chicken have been enhanced, and others pruned, and the selection of these qualities is
indicative of broader social ideas about chickens. Invariably, the qualities of the chickens that
have been enhanced are those borne of the age in which chickens are primarily known as food
sources: chickens as silly, fearful, unintelligent creatures. The authors note: “The way in which
humans perceive other animals impacts how we treat and raise them, which in turn leads to
physical changes in some animals (e.g. increased size, rapid growth), which then perpetuate
and deepen our views of that species … A lack of understanding of past chicken-human
relationships can lead to portrayals in video games which may only serve to normalise
negative ideas about the real animal” (102). In this, they argue that domestication, and
specifically digitisation, creates ideas about chickens that are only further reinforced. They are
highly mediated before they even appear on the screen.
According to Fothergill and Flick, chickens have been used for religious and entertainment
practices much longer than they have been considered a source of food (102). These uses
continue in games, with a number of titles depicting chicken-shaped gods, or eggs as symbols
of renewal. Although it is difficult, as the authors note, “to detect whether deific, supernatural,
and sacred manifestations of chickens in video games are somehow connected to this ancient
association or are presented in these ways as an ironic joke by designers who sought out what
they perceived to be an unremarkable creature” (106). Chickens may be portrayed as gods in
some games precisely because of the incongruous combination of godly omnipotence and
bestial inefficacy. The same can be said for chickens as protagonists (104), as well as the
opportunity to make countless jokes about cocks.
Fothergill and Flick comment “One of the most prevalent ways that video game players
interact with chickens is through violence” (102), and that in “in Far Cry 4, Grand Theft Auto V,
Crysis and Counterstrike: Global Offensive, chickens exist to be shot at and killed, with no
particular reward” (103). Chickens are represented in games if not for the explicit purpose of
players kicking them down the street, then in the knowledge that this will be a consequence of
their inclusion. Fothergill and Flick hypothesise that violence towards chickens in computer
games is merely a continuation of ancient entertainments such as cockfighting and
cockthrowing (stoning chickens to death for fun) (105). They argue that player-chicken
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violence is a consequence of the “hyper-masculine” nature of games, in which the domination
of nature is a key part (104). Arguing that computer games have replaced the outdoors as a
“male play space” (104), the authors observe that “masculinity is a complex concept, and
video games tend to fall into the trap of portraying masculinity (and male characters) as part
of the hegemonic masculinity of macho, domineering, rigidly ‘manly’ men” (104). In this
culture it is apparently inevitable that chickens will be persecuted.
But violence towards the digital chook does not always go one way: in some games, chickens
fight back. However, according to the authors, the existence of the chickens’ will to self-
defence is just another confirmation of their reputation as “cowardly, unimportant,
disposable” beings (106): “Chickens in games which are very powerful or respond in kind to
violence are … intended to be unexpected, which further entrenches the conceptualization of
the chicken as a simple object which a player can attack ‘to see what happens’ or because it is
perceived as humorous” (106). It is the innocuous reputation of the chicken (in stark contrast
to their history as fighters) that make chicken self-defence so engaging.
Player-on-chicken violence is not an inevitable characteristic of every game in which chickens
feature – unless you think of modern agriculture as systematically violent. Plenty of games
also exist where chickens are farmed, tended, herded into pens, bred, or kept as pets. It could
be said that farming games also represent domination over nature, and that farmed chickens
aren’t so different from kicked chickens in their provision of player affect. The kicked chicken
gives a funny experience, and the farmed chicken gives an egg. Farm games, although pastoral
and wholesome, perpetuate the idea that a human can do whatever they want with an animal,
even if what they want is the animal’s happy welfare. Chang notes that “While we might decry
[the hyper-industriousness of virtual farms] as evidence of our human tendency to impose
analytical frameworks and capitalist deliverables on a qualitatively rich natural world, as a
player these minutely measured levels of readiness are reassuring, because they render nature
predictable and therefore manageable” (43), that is, pleasurable representations of nature can
lead players to think more favourably towards non-represented nature, in what Fothergill and
Flick call “cycles of perception” (102). She identifies farm games as part of a pastoral literary
tradition, and suggests that the “garden in the machine” (47) both harks back to the romantic
ideal of family farming and obscures modern agricultural working conditions.
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[Image removed due to copyright restrictions]
Fig. 3: A zoomed-in view of a chicken coop, four chickens, two ducks, and one player-character in
Stardew Valley. (author screenshot)
Stardew Valley is an addictive indie game about growing thousands of tonnes of food and
never eating it. In Stardew Valley, players play as a subsistence farmer starting from scratch,
and must plant, water, and harvest crops, as well as maintain a basic social life with the nearby
town’s inhabitants, mine minerals, and marry Elliot. Chickens are the cheapest of the available
livestock, and so are usually the first the player will own. They consume hay and make eggs of
varying qualities. These eggs can be sold, or they can be made into mayonnaise and sold at a
higher price. Though the player-character can eat food, there usually isn’t any need to, and so
all foodstuffs the player produces can be sold for money, which can be used to buy more farm
equipment, which can be used to make more and different foods, which can be sold for more
money, and so on. The player is on the perpetual edge of being able to buy something new, and
this, not hunger, is the reason for their food production. As one of the first animals, chickens
are the backbone of this production.
Stardew Valley’s player interacts with their chickens via three objects and six actions: a coop,
hay, and happiness; and initial purchasing, coop building, hay allocation, pats, door opening,
and egg collection. A typical interaction with chickens would go something like: asking the
builder Robin to build a chicken coop on a cleared plot of land having saved up enough
materials and money, purchasing chickens from the rancher Marnie (which also involves
choosing their names), and then, each day, opening the chicken coop’s door, patting each of the
chickens, checking the hay levels, collecting the eggs, and closing the coop door at the end of
the day. On sunny days the chickens go outside and wander around, and on rainy or snowy
days they stay inside their coop. They lay eggs at night. They are either white or brown, so
once the player has more than two it can be hard to keep track of them all (though the latest
version of the game introduces blue and gold chickens as rewards for certain quests, and
mods can change the chickens into basically any colour). Chickens must be happy in order to
lay eggs, and they become happy by being patted. They want to be acknowledged by the
player, if only for a second. But the mechanics of chicken ownership in Stardew Valley is
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unsurprisingly more like tending a machine than a pet, with more actions dedicated to
maintenance activities around the bird than the bird itself. Chang argues that in this top-down
manipulation of workers, farm games are more like military simulations or real-time strategy
games in that they “model the extractive logics of resource use and development. Both stress
resource gathering, structure building, and the manipulation of agential units” (Chang 67).
Chickens, then, are the troops of this pastoral army, fighting to give the player everything they
need to feel powerful.
That Stardew Valley’s chickens are indistinguishable from each other points to another of
Plumwood’s othering mechanisms, stereotyping, or homogenisation. It’s a pretty simple one:
“differences among the inferiorised group are disregarded” (53). “To the master” she says,
“residing at what he takes to be the centre, differences among those of lesser status at the
periphery are of little interest or importance … to the master, all the rest are just that: ‘the
rest’, the Others, the background to his achievements and the resources for his needs” (54).
The chicken in Stardew Valley “is related to as a universal rather than a particular, as a
member of a class of interchangeable items which can be used as resources to satisfy the
master’s needs” (54). Furthermore, they have an essential nature that is fixed and makes them
easily identifiable and predictable. DeMello notes that “humans so easily draw on animals to
make sense of human realities” (284), but it works the other way too, as Berger observes, “the
pettiness of current social practices is universalised by being projected on to the animal
kingdom” (15 emphasis in original). Animals, made into blank slates, reflect humans back to
them; the sameness of the chickens underscores the specialness of the human.
HORSES
If one wants to move at a speed faster than a jog through the Tolkienesque fantasy world in
which so many games take place, one must use some sort of genre-appropriate transportation.
And that transportation, more often than not, is a horse, ridden bareback. Usually a relatable
brown horse, though sometimes a dirty white horse, or a black horse if your player-character
is particularly bad-ass. But no matter the colour, it is rare to find a dark horse in video games.
Instead, horses are completely (motivationally) transparent. A horse that comes close to
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opacity is Agro of Shadow of the Colossus, who faithfully carries our hero from tragedy to
tragedy, and yes, sacrifices herself in an act of heroism to save the player-character in a
dramatic climax. Agro reacts emotionally to game events, shows independence, displays
idiosyncrasies, and is affectionate towards the player-character. It is not the complexity of
interaction that engenders affection for Agro, nor equality of position. Agro is at the player’s
beck and call, and obeys any instruction the player gives her. But Agro has her “own
personality and presence in [his] own right, rather than [as a] mere gameplay accessory to the
player” (T. Cole 3). Like many digital horses, Agro is the only friendly presence in an otherwise
hostile world. Horses are non-judgemental witnesses and travel with the player to, or help
them escape from, memorable situations. Cole observes that it is “Agro alone that the player
can communicate with, interact with in a positive way and work with to progress through
[the] game and this extra focus on the relationship, without competition from anything or
anyone else, encourages a closer bond between player and partner” (4). Although Agro is a
horse, a type of creature with which the player probably does not have a deep familiarity, her
qualities of exclusive co-presence, co-operation and communication make her a close friend.
A horse helps you arrive. There is no comparison between galloping into town on a steed and
shambling through the gate on foot. An entry on horseback lets the player feel grand and
confident. It takes time to learn how to control a horse, so riding a horse well is an indicator of
experience and mastery. Sometimes, horses cost money, so owning one can also be a sign of
wealth. A horse also confers a commanding height upon the rider, but this doesn’t translate to
the third-person perspective, in which the camera is usually placed above and behind the
player character anyway, so the player looks down on the world as a matter of course. It is
mostly a metaphorical level to which the player character rises, when they join forces with
horses.
A horse helps you escape. In Skyrim, horses are faster than most game enemies, so it is
possible to outrun enemies without killing them. In The Legend of Zelda: Ocarina of Time, the
player can easily ignore all enemies (except poes) by galloping away from them. In Stardew
Valley, a horse makes the player move faster, saving precious time that could be spent later on
watering extra crops. In Red Dead Redemption 2, the player can kill a rider, steal his horse, and
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use it to carry the corpse back into town. In Shadow of the Colossus, getting lost in the
countryside with Agro is a relaxing reprieve from the intensity of colossus battles.
Horses are also awkward to mount, awkward to control, and awkward to dismount.
Interacting with a horse is where game animation is tested to its limit. Player-characters do
not naturally connect with others, outside of a cutscene. Players can find their characters
dismounting the horse accidentally, mounting and dismounting in quick succession, or
galloping on the spot while caught in a bush. Huang et al. note that animating horses is “a
challenging problem as a horse has six different gaits and changes its gaits at different speeds”,
which is difficult to transition seamlessly. This awkwardness, though, has a beneficial effect –
it makes it clear that the horse and the player-character are two separate beings. Although
they are conjoined once the player is riding, the horse is not just a passive mode of transport.
Instead of bucking or biting, a virtual horse glitches, and in that it shows that it is not just an
extension of the player’s body.
Disagreement also give horses back some of their individuality. Agro expresses her feelings in
horsey ways: snorting, neighing, whinnying, tossing her head, refusing to attempt difficult
obstacles, and stamping. She is a friendly presence in emotionally-charged moments, but also
her own being. Agro shows her displeasure by neighing and shaking her head. If she’s really
unhappy (for example, if the player aims their bow and arrow at her), then she will neigh, rear
up, and gallop away. The player does not control the player-character and horse as one, but
rather controls the player-character controlling the horse, and has buttons for reins and
stirrups actions, which Agro can react to.
In Shadow of the Colossus (on the PlayStation 2), the player can call Agro to Wander’s location
using the ⨯ button. Wander mounts Agro using the jump button, △. Once mounted, the left
stick of the controller moves Agro, just as it moves Wander dismounted. The movement
controls for the horse are the same as the movement controls for the player-character. The ⨯
button makes Agro run faster. Dismounted, the ◯ button will cause Wander to pat Agro, if he’s
close enough and he’s put his sword away.
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In Skyrim, playing on a PC with keyboard and mouse, the player mounts a horse using the left
mouse button, same as they use to act on anything non-violently, whether reading a book,
opening a door, or initiating a conversation. Once on the horse, the player can move the
mounted player-character in exactly the same way as they move the dismounted player-
character – through the W, A, S and D keys. Just as they make the player-character sprint and
jump, Alt and Space make the horse sprint and jump too. Mounted on a horse, the player can
move faster through the world. Once mounted, their player-character also has more stamina
and can keep up a faster speed for longer than they would be able to on foot. However, the
player cannot sneak while they are on horseback, presumably because horses are big, and
they strangely cannot use magic spells while they are on horseback, despite being able to use
two-handed and ranged weapons.
Horse NPCs can’t be discussed without mention of Red Dead Redemption 2. The West of RDR2
is wild and wide, and so the use and maintenance of a horse is strongly encouraged. Horses in
this game have different affective capacities depending on their breed and the effort the player
has taken to bond with them. A racehorse, for example, can run faster and further than other
horses without getting tired, but will get injured and die more easily than a draft horse. A
horse that the player has spent time brushing and patting will refuse to be stolen by NPCs, and
will stay calmer under gunfire. Cool tricks like skidding to a stop or doing fancy dressage
moves are possible if the player has taken good care of their horse or owned it for a long time.
The horse is a character that must be constantly tended to and upgraded, and as such is more
like a virtual pet than the horse-shaped taxis of Skyrim. Players spend a lot of time with their
horses in RDR2, and they can also spend a lot of money buying accessories, medicine and food.
Spending time patting it, talking to it, feeding it healthy snacks, brushing it, and keeping it
clean, or even just riding it around a lot means players can ‘level up’ their bond with their
horse, which widens and changes the horse’s range of actions and reactions. That horses come
in a huge range of types and colours also adds to their appeal as a collector’s item.
Controls in RDR2 are rather contextual, but riding a horse is basically the same as walking a
player-character, but faster. There are some interesting subtleties though. Tapping the increase
speed button (𝖠 on the Xbox controller, ⨯ on the PlayStation controller) in time with the
horse’s footfalls means that the horse will not lose stamina as it runs, and so be able to
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maintain its speed indefinitely instead of having to slow down to rest. In the settings of the
game, the player can also choose to centre the horse’s controls from the camera’s point of view
(formidable, since there are four camera perspectives), or from the horse’s body. Choosing to
control the horse from the horse’s point of view means the horse moves to its left if the player
toggles the thumbstick left, instead of moving to the left of the screen. The camera settings can
also affect the horse in another way. If the player sets a destination and chooses cinematic
mode, the horse will move on autopilot and the player can sit back and watch as the horse
chooses the best route and pathfinds its way to its target.
The addition of a quarter-ton herbivore to the body of the player-character usually changes
little except speed and the occasional whinny. It is a change to the player-character’s body
rather than a relationship to another being. When Plumwood talks of incorporation, she talks
in a metaphorical sense, where the other can only be understood either as a kind of funny-
looking self (‘they’re just like us really’), or as a foil, possessing all of the good qualities the self
lacks (like in the case of the noble savage) or all of the bad qualities the self defines itself
against (like in the case of the uncivilised colonised) (52). “The human values of humanism are
produced through struggle against the corresponding concept of the animal” as Lindberg puts
it. It has no independent existence, but is defined entirely as the same or the opposite. The
incorporated subject “is construed not as occupying a space on her own account, but as
enclosing a space for another” (52) – it is a boundaryless envelope for ideas about the self. The
incorporation of horses into the player-character, on the other hand, is literal and total.
Whatever the controls for mounting the horse, once appropriately saddled, the player controls
the horse and player-character as one, using the same buttons as they would when controlling
the player-character alone. The horse and the player character become a single being, a kind of
cyborg centaur, and the player has total control. This power over the horse’s body concurs
with the broader pattern of players’ power over others.
RABBITS
[Image removed due to copyright restrictions]
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Fig. 4: Rabbits frolic in The Long Dark. (author screenshot)
Rabbits are conventional decorations of the open-world role-playing game. Their stilted lope
through faceted forests makes game environments appear more naturalistic. Plumwood’s
conception of backgrounding includes a denial of dependency on the other’s services, but
rabbit NPCs really are just in the background, less a character than part of the woodland
furniture. In their awkward flight they catch the eye of the player, adding interest and
movement to a scene. Since the rabbit is neither friend nor enemy, the player does not have to
do anything about them, and this can be a relief from the logic of other NPC interactions. It can
also be an opportunity for the player to relate to the character in a watchful or playful way, by
following or chasing the rabbit to unknown locations.
The rabbit occupies an interesting place in consciousness. Not fully domesticated, and only
relatively recently brought into service as a pet companion, the rabbit is at once considered
timid and energetic, feral and adorable, communal and inexpressive, dim and successful, easily
born but easily dying. Humans hunt them for sport, farm them for meat and fur, sacrifice them
for religious services, keep them as pets, persecute them as pests, experiment upon them in
clinical trials, admire them in the countryside, and endlessly pontificate upon them in
children’s books (DeMello 10). It is no surprise then that they should show up in video games.
In fact, the rabbit is a common figure in a large number of games, where it can be chased, shot
and eaten (Skyrim), skinned and used for crafts (Horizon Zero Dawn and The Long Dark),
collected (Stardew Valley and The Legend of Zelda: Spirit Tracks), helped (Animal Crossing:
New Horizons) and thought of as cute (all). The paradoxes of the digital rabbit reflect the
twists and turns of our shared history, in which the rabbit appears both as a wild animal with
many useful purposes, and a creature of imagination and repeated representation.
As in the case of chickens, the perceived benign timidity of rabbits is an opportunity for some
switcheroo humour. As a non-predator, the rabbit fills a character role as someone who is
nervous, needy, fearful, but also friendly and enthusiastic. A rabbit who looks cutesy but acts
ferociously is so common so as to be predictable. It seems fair to say that the more adorable a
bunny seems, the more likely it is to rip your arms off. Like Monty Python’s killer bunny of
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Caerbannog, aggression from rabbits is seen as incongruous and therefore funny. Rabids, the
antagonists of the Rayman series and stars of their own spinoff series, are violent but
cartoonish creatures whose poorly thought out aggression results in much slapstick humour.
In Braid, rabbits are a formidable enemy, though their innocuous appearance is even enhanced
by their disguise as meowing flowers. Cave Story and Terraria feature bunnies that are
stereotypically cute until environmental factors (a certain food, a certain moon phase) turns
them into ravenous hellbeasts.
Echoing Berger, Plumwood writes “The master’s view is set up as universal, and it is part of
the mechanism of backgrounding that it never occurs to him that there might be other
perspectives from which he is the background” (48 emphasis in original). As part of the game
environment, the rabbit is an inconsequential character whose existence or nonexistence has
only a tiny effect on the player’s story. But as part of the background, they create the space for
a player to exist; without a game environment there is no player. The player is just as
dependent on the game environment as the environment is on the player – and even moreso.
“The master more than the slave requires the other in order to define his boundaries and
identity, since these are defined against the inferiorised other” (48 emphasis in original)
Plumwood argues, and this implies that the power of the player is a result of the game’s
environment, including rabbits, being pretty and forgettable. For the player to be important,
their surroundings must be unimportant. Rabbits, as a synecdoche of nature, have to be
backgrounded through “mechanisms of focus and attention … so the denied areas are simply
not ‘worth’ noticing” (48). The decision to make rabbits decorative snacks is a way of making
the player-character the centre of the game world, by making everything else peripheral.
CATS
[Image removed due to copyright restrictions]
Fig. 5: The slugcat of Rain World in its natural habitat (lizards visible bottom left and right).
(author screenshot)
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In this section we’ll be cheating a bit. The best games featuring cats present them as player-
characters, and their position as small, independent, yet vulnerable mammals shapes their
relationship to the world and its inhabitants in an interesting way. In both Rain World and
Alley Cat, players play as small cats who have to navigate big worlds. They are predators to
some and prey to others. On the face of it, this doesn’t sound so dissimilar to player-characters
who attack and are attacked by enemies. Where other player-characters are central and
powerful, though, the cats of Rain World and Alley Cat are disposable pets who have little
control over their worlds. Their affective capacity is small, and their most useful ability is to
run away fast. A small demonstration of this decentring is the cameras of both games, which
are fixed on rooms rather than focused on the player-character. The cats of both games move
about these rooms but are not followed by the camera, and each room is a tableaux of
collected elements, rather than a portrait of an individual.
Rain World’s protagonist is an omnivore, and is positioned in the middle of a food chain. This
fact shapes the player’s attitude and relationships towards other animal-shaped beings in the
game. If the player were a carnivore, this would result in more hunting than foraging. If the
player were a herbivore, this would result in more exploration than killing. Being omnivorous
means the player can take a mixed approach, or can choose one or the other playing style.
Many games take a linear view of relations – some creatures are enemies, enemies attack on
sight with violence, and that is just the way of things. It is the story of a powerful being
constantly defending its precarious position, forever teetering on the pinnacle of success. But
an omnivorous approach, such as that taken by Rain World, positions the player at one node of
an interdependent network, an ecosystem that cannot be conquered but can only preserved in
constantly fluctuating equilibrium. Rain World’s protagonist, a medium-sized mammal, is prey
to the lizards, the birds, the bugs and the carnivorous plants, but predator to the bat, the flying
squid, and the moth, as well as various fruits and fungi. The NPCs of Rain World also have
relations of their own: centipedes will prey on lizards, squid will eat bats, and carnivorous
plants and vultures will attack anything that moves. The aim of the player is to figure out how
to survive in this complex web of relations, while also navigating a dilapidated maze-like
environment. Unlike many post-apocalyptic exploration games, the slow uncovering of a tragic
history is not a central part of the gameplay, which instead focuses on coming to terms with
this present system of relations.
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Rain World’s NPCs would be fine if the player-character didn’t exist, and could happily live out
their existences in a screensaver. They do not yearn for meaning or for anyone to arrive and
make their world better. They can affect each other just as well as the player-character can.
Every being in the game strives to preserve itself while constantly changing as a result of
participating in a network of relations. In this, everything in Rain World can be said to
constantly be attempting to individuate, rather than be an individual with finality. Rain World’s
network of relations reveals the affective nature of networks, in which beings try to continue
being themselves even though they are changing all the time. The lizard is always lizard-
shaped, but this does not mean it can’t be a friend, an enemy, or food to the player. There are
no essences outside the thing and its relations, because what is good is always changing. In
Rain World, what is good or bad is always what is desirable and undesirable in the moment.
[Image removed due to copyright restrictions]
Fig. 6: The cat of Alley Cat warily watches an enemy broom from the safety of a table. (author
screenshot)
1983’s Alley Cat is a simple game in which players must catch mice, fish, birds, and feelings,
while avoiding spiders, brooms, electric eels, dogs, and other cats. The levels of the game are
arranged as rooms of an apartment block, and choosing a window to enter is a challenge in
itself, as tasty mice scurry along clothes lines above, enemy cats pop out from rubbish bins
below, humans throw boots in between, and bulldogs run wild underneath. Life is quite hard
for the small black cat, especially if the player doesn’t have cat-like reflexes themselves.
NPCs are threats or achievements for the cat of Alley Cat. As a feral cat simulator it is frenetic,
offering a world where co-existence is uneasy, but possible if the player moves fast enough.
The player finds little solace amongst those of their kind; they are all competing for the same
prizes. The NPCs of Alley Cat do not encounter the same environment as the player-character,
however. In the romance level, the player-character’s rivals do not seek to reach the love-
interest first, but endlessly patrol back and forth on ledges beneath it. The clothesline mice do
not get hit by flying boots, and dogs are not swept up by brooms. The player-character cat is
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uniquely besieged. The animal characters of Alley Cat are not irrational, but nor are they
human. Instead they are all defined by their precarity, their vulnerability to their world.
Alley Cat does not decentre the player-character exactly, but it does decentre the human. Not
by having a cat as a player-character, but by having the player-character as a creature swept
up in, rather than a direct cause, of affect. The cat of Alley Cat both deals violence against mice,
and has violence dealt against it. As the game progresses though, the simulation becomes
unhinged, as the mice run faster, the brooms sweep ferociously, and more and more dogs rush
through the apartment building. The cat does not gain any powers, but just has more unique
opportunities to be overcome. Progress for the player is measured in possible ways to die. The
player must be more and more careful while the world becomes ever more unpredictable and
wild. The player has less and less humanity – “the power to shape and break the lives of
others” (Lindberg).
Rain World’s sense of verisimilitude comes from both the player-character limited capacity to
affect, and the nonplayer characters’ comparatively substantial capacities to affect and be
affected. Alley Cat, while not quite as complex, also demonstrates how in-betweenness and
relative powerlessness can function as a mechanism for decentering the human.
WILD ANIMALS
[Image removed due to copyright restrictions]
Fig. 7: The creature of Ball, and its ball. (author screenshot)
The creature in Vectorpark’s Ball is an extremely simple being that loves playing with its ball.
The creature has no real-world analogue: it looks a bit like a floppy baseball bat with a
propeller where the handle should be. It moves by propelling itself along the ground, barrel
first, looking a little like a dog snuffling along the ground. It can rear up on its propeller to
throw or catch its ball. The creature, which we’ll call Bruce for simplicity’s sake, and its ball,
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are the only things in their world, but Bruce doesn’t seem to mind. It is totally absorbed with
its ball, rolling it around, balancing it on its tip, throwing it around and racing to catch it again.
It does not acknowledge the player. The player cannot acknowledge it either – clicking on
Bruce does not produce any noticeable effect. In this tiny, first-person interaction, the only
thing the player can affect is the ball. Both Bruce and the player are united in affecting this love
object. The player can pick up the ball, move it around, and bounce it high, but the effect is not
like playing with a dog. Bruce waits patiently while the player has the ball. It does not seem
anxious or excited. It just waits for the ball to come back. If the player releases the ball, Bruce
starts again where it left off. Throwing the ball elicits a similar reaction: Bruce trundles over to
where the ball ended up, and starts playing by himself again. Attempts to excite Bruce by
holding the ball over its head only induce Bruce to fruitlessly circle under it, reaching
upwards. Bruce never invites the player to interact, but also never seems resentful that the
ball has been tampered with. The player can never benefit or harm Bruce, just interrupt it. If
Bruce has needs, it won’t ask the player to fulfil them. If Bruce experiences pleasure of pain, it
won’t share them. Unlike real or represented dogs, Bruce does not need a human to act on its
behalf; it will never be a companion.
[Image removed due to copyright restrictions]
Fig. 8: The player moves the ball of Ball, and the creature moves to its position. (author
screenshot)
The mechanics of Ball are extremely simple: the player can move the ball around. The world
has gravity so a dropped ball will fall, and the world has a ball-lover, so the ball will be loved.
Spinoza says of ball-lovers “love is nothing else than the idea of pleasure accompanied by an
external cause” (140), but he acknowledges that “if anyone conceives that an object of his love
joins itself to another with closer bonds of friendship than he himself has attained to, he will
be affected with hatred towards the loved object and with envy towards his rival” (153). One
can feel deflated when they cannot effectively act, as “when the mind regards itself and its own
power of activity it feels pleasure; and that pleasure is greater in proportion to the
distinctness wherewith it conceives itself it its own power of activity” (165). Technically Bruce
is not so different from an NPC that has been programmed to follow a mouse cursor, but the
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fact that it does not follow the player’s mouse and instead responds only to the ball is
confusing. It does not act how an NPC is expected to act, and furthermore, nothing the player
do can make him express pleasure or pain. In fact, the player mas as well not exist for Bruce.
Bruce does not exist for the player, but nether does the player exist for Bruce. Bruce does not
exist for the player because it is an NPC, a fictional being that exists only for a short time as
pixels on a screen. But Bruce does not exist in another sense: it cannot be affected by the
player, the only thing the player can interact with is the ball. Bruce and the player are on either
side of a vast chasm of incomprehension. The player is not the centre of Ball, the ball is. The
player is decentred in favour of a toy, and that is a disorienting experience. There is nothing
the player can do in Ball, and more importantly there is nothing they should do. They cannot
do anything good, and they cannot do anything bad. They can only open and close the game,
affording Bruce and the ball the experience of existing and being affected by each other.
Bruce is a wild NPC: it does not subsist on any human attention except the most passive. It is
independent in the context of gameplay. But as Plumwood asserts, conceptions of wilderness
should not rely on defining autonomy as hyperseparation (163), and wildness does not mean
complete isolation from humans. Bruce still only exists when a human boots up the game.
Plumwood suggests that wilderness should be seen not as a place of exclusion but a domain
where everything is autonomous and sovereign, “free to work things out according to self-
determined pattern, which may be those of sameness or difference” (163). It should be a place
where “the self does not impose itself … visitors … must see themselves through the other’s
eyes, must bend themselves, as is appropriate for visitors, to the other’s ways” (164). In other
words, a wild game would involve letting all the NPCs just get on with their own lives.
CONCLUSION
Humans in games are generally disappointing. They are shaped like people but their
limitations quickly become obvious. The popular image of animals as simultaneously aloof,
slaves to programmed instinct, unknowable, machine-like, wild and free, and resolutely other,
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means that animals modulate well to the digital realm. Animals are already expected to be less
predictable, intelligent, active, and creative than humans, so the same qualities that leave
human NPCs unsatisfying do not have such effects on animal NPCs. This characterisation has
two effects: compared to human NPCs, animal NPCs are both easier to use as a resource, and
harder for some to kill.
Relationships between humans and animals are economically, ecologically, ontologically and
individually significant. Even when individual humans and animals are not in direct contact,
human-animal relationships are systematically at work behind the scenes. It is impossible for
a human to move in the world without encountering animal bodies in some form or effect, and
vice versa. In games, animals do not have the same sort of bodies, but designers still seek to
replicate their affective power. Animal NPCs epitomise something about all NPCs. Their bodies
are the key to their role, and they exist because they are useful. They are made to do work, but
only certain kinds of work. They provide ecosystem services, but in an economically classic
way (Chang 56). They are production-line robots, but instead of manufacturing cars or
biscuits, they are made to manufacture affect.
Berger states that humans increasingly experience animals through media representation, and
that this has certain effects on our subsequent attitudes towards non-human others (Berger
2009). In short, Berger argues that the way we view animals affects the way we view animals.
More accurately, Berger argues that humans increasingly experience representations of
animals instead of actual animals (DeMello agrees 58), and that representations of animals are
no replacement for the role animals used to perform in the formation of the human self.
Captured in the gaze of an incomprehensible being, the human is an environmental object to
the animal’s subject, “he is being seen as his surroundings are seen by him” (Berger 5). When
a human is seen by an animal the human is subjected to the same gaze as the human
themselves subject others to. But Berger forcefully argues that this way of being has been
erased in the 20th century – animals have become (seen and used as) machines, then
resources, then images. Images of animals cannot look back at the viewer, and so the human in
this encounter has no experience of being in the presence of something non-human. As
represented animals proliferate, the human only becomes surrounded with more human
things, as Briggle notes. The represented animal ceases to be a real other, and is folded into
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conventional narratives of the family (as a pet), science (as a case), commerce (as a
commodity), or the exotic (as a curio and necessary counterpart to normality). The animal
becomes a domestic subject, a collection of data, a resource of meat and pelt, or a repository of
hopes about a sublime wild, rather than a being in itself. Games, then, “exaggerate and
formalize problems of mastery, problems negotiated in each instance by the player”
(Lindberg).
Animals can’t talk (DeMello 19), and for that they “exist as mirrors for human thought; they
allow us to think about, talk about, and classify ourselves and others” (16). Representation of
animals draws heavily on other representations of animals, which Baker notes has some
implications for real animals (197). As such, ideas about animals, what they symbolise, how
they’re used, what character traits they stand for, are even more important for the design of
animal NPCs as their real counterparts. Animal NPCs are wrapped up in mythology and
cocooned in presentiment, only to emerge as very normal game characters. As bearers of
morality (Burt 208; van Ooijen 40), animal NPCs elicit similar calls for concern about
computer game violence as human NPCs, but it is interesting to note that many players will
avoid killing animal NPCs when they don’t avoid killing human NPCs. While lovely, this
suggests that animal NPCs are thought closer to animals than human NPCs are to humans,
which isn’t necessarily great news for animals. Animals are closer to animal NPCs, but that is
because both are made comparable, by being other to humans.
Animals are pretty cool, and they’re pretty cool in games too. While they can play the role of
an enemy or friend, they offer a third basic way to relate to NPCs: as a consumable resource,
and as an other. While enemies are usually positioned as faceless mooks and friends as
inferiorised minions, animals inhabit a fuller version of the concept, acting as background to
the player-character’s foreground, masses to the player’s individuality, strangeness to be
explored, tools to be used, and flesh to be eaten. They are the epitome of NPCs because they
explicitly exist to be used.
Animal NPCs provide the player with things they can’t get from human NPCs. They also give
the players extremeness – extreme loyalty, usefulness, and prettiness. At a minimum, pets
need food, water, shelter, affection, and some training. Computer game companion animals
don’t even need those. Virtual farm animals easily and painlessly gift the player meat, milk and
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eggs. Horses combine with the player-character to create a being greater than the sum of its
parts. Rabbits are very nice to look at and help to create a lovely pastoral atmosphere. Robot
dinosaurs aren’t really alive, so it’s fine to kill them. PinX atas are cute and voluntarily decide to
live in the cushy confines of the player’s well-run zoo. In one sense, this is an idyllic world. It
also reflects pretty pernicious ideas about real animals, their place in the world, and of
humans’ place in the world. These unoriginal and simplistic ideas about how animals work
contribute to uninteresting game design.
New narratives about selfhood and otherness, and new positions in relation to NPCs, can
make better games and better NPCs. “The player-centric nature of video game design
simulates anthropocentric thinking and opens space to interrogate a particular imagining of
humanism through the figure of the player, an interrogation principally structured by the
same human/non-human (animal) logic that underlies humanist dualism”, as Lindberg puts it.
Rain World’s interdependent ecology, Alley Cat’s surreal simulation and Ball’s aloof companion
demonstrate easy, low budget ways to put players in weird decentred positions. In the final
chapter of this thesis, we will look at some more games that attempt just that.
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CHAPTER THREE: ENEMIES
INTRODUCTION
Unlike in the real world, it is easy to identify and defeat enemies in a computer game. This is,
in fact, part of their appeal. Enemies are a staple of the adventure and role-playing genres of
games precisely for their abilities to provide simple, thrilling danger and reinforce the player’s
place in the world by being a complementary counterpart. Game enemies are generally very
effective characters. They are hateful and frustrating, and seemingly feel the same for us.
Enemies cannot be dissuaded from their obsession, nor can they be reasoned with. Often, only
death can quell their furious antipathy towards a player. Their hostility is essential, their
badness innate. Enemies are creatures it’s always OK to hurt.
The player is always a threat to an enemy; the enemy always sees the player as a danger. To a
player, an enemy can be a chore, a fun way to pass the time, a duty, a harassment, a challenge,
or a tormentor, but to an enemy character, the player is always an emergency. Players affect
enemies by touching their body to the point of overwhelm. Through feelings of achievement
and overt rewards, players affect themselves as much as they affect enemies; what enemies
lose players gain. When the player fights an enemy the player has a good chance of winning,
though it might take a few rounds of dying to learn the techniques. Players, then, are rewarded
for affective work. Enemies affect players by reminding them of things, threatening them with
loss (of time, place, accumulated wealth, or esteem) and touching the player-character. They
are made to be overcome, to be able to be affected to death, and despite their belligerence they
are willing participants in this process.
The affective capacities of enemies (their ability to affect others and to be affected themselves)
are great, and range from inducing pre-individual wariness in the player to dropping gold
coins dropped after they die. Players seek to gain something out of interactions with
nonplayer characters, and enemies in games are always enemies-with-benefits. When the
player defeats an enemy they receive a reward, primarily the reward of not having to fight any
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more (though sometimes, like in Shadow of the Colossus, rewards are complicated). An
enemy’s difficulty is generally reflected in the quality or quantity of rewards given to the
player upon winning. A player can expect a hefty compensation for a major battle, which can
be incentive to start a major battle. Material acquisition and progress in the game, then,
depends on overpowering many enemies before the game is concluded. Some games include a
tally of how many enemies have been killed, for the purposes of affecting the player with pride
or remorse.
Games would be much easier without enemies at all. Sonic would be able to run infinite loop-
de-loops, the slug-cat of Rain World could collect subterranean fruits at its leisure, the race-car
of Speed Race would never be run off the road. Defeating an enemy results in the removal of an
obstacle and the continuation of the player’s journey. That is, enemies are not part of the
player’s story but block the story. They are outsiders interrupting the flow of an ideal game,
even though interaction with them may take up most of the time of playing. Winning against
an enemy returns the world to order. Most games would also be a little dull without enemies.
Aloy would wander around a perfect Eden, Chun-Li would impatiently stand around, and
Metal Gear Solid would take ten minutes to complete. As well as loot and a challenge, game
enemies add meaning to a player’s experience of a game.
An enemy is relatively easy to define. Enemies are nonplayer characters controlled by the
computer who oppose the player’s character. While earlier typologies of nonplayer characters
differentiated between nonplayer characters and ‘monsters’ (very simple enemies), this
distinction is no longer useful (Warpefelt ‘thesis’ 38). Mostly physically and violently, but
sometimes, like in the case of the Portal series, through words and structures. Enemies seek to
cause the player harm, and enemies exist to be defeated by the player. They are easily
identifiable, having been designed with unique appearances and distinctive silhouettes for
quick recognition. As well as opposing the player character in battle, they often also oppose
them in style, being dark where the player is light (Rain World), nonhuman where the player is
human (Horizon Zero Dawn), or large when the player is small (Shadow of the Colossus), for
example.
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Warpefelt notes that enemies “will generally attack the player on sight, and in some cases they
will even seek out the player to attack them (common in RTS [real-time strategy] games). The
player should be able to dispatch them fairly easily, although not too easily … In most cases,
NPCs who are primarily of this role will be portrayed as actual faceless enemies. … In cases
when they are not actually masked, their appearance will be very generic, often to the point of
being clone-like. Furthermore, they will be equipped with indicators as to their role or
profession, uniformed soldiers with weapons or monsters with fangs and claws.” (Warpefelt
‘thesis’ 88). Isbister argues similarly, saying, “Enemies seek to destroy the player and vice
versa. Enemies usually do not have the strategic power of the player, although they may have
equal or better fire power. Enemies are the antiplayer equivalent of minions—they do not
require much time and emotional investment from the player, and their contribution to game
play is usually to be cannon fodder. Enemies are usually dehumanized (portrayed as aliens,
faceless nameless soldiers, or crafted in a cartoonlike way), allowing the player to treat them
as an “other” and not to become upset by their deaths” (242). They act as barriers to player
progress, obstacles to be overcome, gatekeepers to new and better circumstances, challenges
to be met. The player is always the centre of these desires. It is only in ending that they finally
find their purpose; it is only when meeting the player their life finds meaning. They are simple,
and the player’s duty towards them is simple.
When the player dies, they are usually reborn, but when an enemy dies they are dead forever.
Luckily, enemies are also rather generic, and look-alikes abound. To die, for an enemy, is to
disappear, or to disappear and be replaced with a less functional representation of their own
dead body. To be respawned is to be reborn on the player’s terms, either when the player-
character dies or the player goes back to a save-point. The life and death of a game enemy is
Sisyphean, if Sisyphus’ rock was fighting back.
Special, strong enemies called bosses live at the end of levels and in important locations, and
can be difficult to defeat. These characters are individuated from other enemies in skills and
appearance. Encountering a boss is eventful, an indication to the player that they have reached
some sort of climax. The boss, however, is not so completely unique that the player doesn’t
know what to do with it. Through repeated interactions with simpler enemies, the player has
learnt the techniques that will help them overcome this new character. The novelty of the boss
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teaches the player more about the game world (especially the power structures of the game
world), and the player’s position within it. Beating a boss solidifies a player’s growing sense of
mastery, while losing against a boss highlight’s the player’s place in the game’s hierarchy.
Game enemies are not really similar to anything humans encounter outside of games. Their
instant, furious hatred, their willingness to fight to the death on sight and their unwillingness
to negotiate is not something encountered in everyday interaction. Yet relations with game
enemies are also paradoxically easy to intuit and participate in. The player also becomes a
game enemy, attacking without provocation, fighting to the death and preemptively rejecting
potential deescalation tactics. This kind of unique interaction with nonplayer characters, this
unique relationship between player and enemy, continues to be a common, enjoyable and
celebrated part of computer games.
In this chapter, this thesis will use 'enemy' as a shorthand for 'enemy nonplayer character'.
THE ENEMY, A NOVEL AND SUCCESSFUL RELATIONSHIP UNIQUE TO
COMPUTER GAMES
Enmity reportedly existed before the invention of the computer game. It is, according to some
commentators, a noble and natural pursuit, but also something that can easily corrode a moral
character (Spinoza 218). However, the form of enmity encountered in computer games by
computer game enemies is a novel and unique relationship which has no equivalent in the real
world. The enmity of the game enemy is an idealised antagonism, the fantasy of a military
enemy or of animals in a fighting ring. Enemies are representative of dogs, foreigners,
necromancers, orcs, and lovecraftian monsters, but their real referent is the idea of pure
opposition itself.
Usually, people walking down the street aren’t attacked by dogs, beset by mafia goons,
targeted by zombies or bitten by little walking mushroom people, and they do not have to beat
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these things to death in order to go about their day. But these occurrences are ubiquitous in
computer games, and, strangely, they are intuitive to manage. A computer game enemy is both
something completely outlandish and something the player knows the right way to react to.
Enemies are not like anything a human encounters in everyday life, and the way a player
reacts to an enemy isn’t based on any reality either. Humans, like other animals, prefer to
avoid and deescalate threatening situations rather than rush headlong into them. But in a
computer game, players and nonplayer characters look for trouble and relish a fight. This
makes the human-enemy relationship one of the most unique, paradoxical, and intensely
affecting relationships found in computer games.
1971’s Computer Space, the first computer game to include an enemy nonplayer character, was
essentially a one-player version of the 1962 two-person spaceship combat game Spacewar!. In
Spacewar!, two players control two spaceships, and must dogfight to death in the gravity well
of a star. In Computer Space, the player’s rocketship fights two UFOs, both of which are
controlled by the computer. The movements of the UFOs are not particularly sophisticated,
making these nonplayer characters more akin to fairground wooden ducks than the enemies
we know and loathe today. They were a technical challenge, a way for the player to prove their
skill rather than an other to be empathised with. But the idea of the computer standing in for a
competitive human was set. The invention of the enemy nonplayer character, then, was as a
replacement for a human friend.
Early computer games were most often multiplayer games based on sports or battles. The
enmity present in them was a familiar enmity, present on the sports field or across a tabletop
boardgame. While relationships between players in these arenas can still be fraught, and the
playing of a game can be a subtle opportunity to establish or reinforce a broader pattern of
dominance (as merrit k points out), enmity between players in other contexts is more often
temporary, purposeful, competitive, and forgettable. The enemy of an early computer game
then, is not in a class by itself, but rather akin to the existing human relationship of play
competitor.
But game enemies soon diverged from being a replacement for a human companion. The
unpleasant and unbeatable game Marienbad demonstrates how computer enemies can easily
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become ruthless. Based on nim, an ancient logic puzzle, the two players of Marienbad take
turns picking up virtual sticks from a digital pile. The player left with the last stick is the loser.
The game Marienbad is designed to be unbeatable, with the computer opponent always
making perfect calculations and moves, and a single mistake by the human player resulting in
their losing. While not a character as such, the computer is a competitor, one as single-minded,
exacting, and merciless as enemy nonplayer characters.
These qualities then, being ruthless and being an object against which players can
demonstrate their skill, have continued to be key properties for enemy characters. Enemies
today still need to be as cruel and as challenging, but do not need to be substitutes for human
acquaintances. The enemy relationship has evolved into a new thing in its own right. It has
intensified some ideal aspects of human competition (rivalry, difference, antagonism,
pageantry), but has dropped others (camaraderie, sportsmanship, temporariness, extra-game
commonality). Enemies, then, are unique because they are a certain type of relationship
(sporty or competitive), applied to a different context (a medieval village; a mafia-ridden
town; a cyberpunk dystopia, etc).
Game enemies are entirely a product of the single-player computer game. In early multiplayer
games, humans could be each other’s enemy, but in a single-player game, the computer has to
pretend to be a friend pretending to be an enemy. As other people are always reminding us,
computers are imperfect substitutes for friends, and in attempting to fill an imaginary human
absence, the computer instead becomes a real inhuman presence. Without another human to
fight against, the computer steps in, but computers fight differently. Through iteration, the
solidifying of convention, the pursuit of novelty, and programming limitations, these
differences compound over time.
However, the enemy relationship shows that nonplayer characters can be affective without
having to closely represent anything real. Since enemy characters look and act differently to
anything a player has encountered before, it seems like they should feel strange and
uncomfortable. But there are a number of reasons enemies seem strangely familiar. Game
enemies are easily understood because power is an intrinsic part of everyday life. Though
random acts of violence might not be too common, power dynamics and the perpetuation of
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hierarchies is pervasive. Games are also a highly intertextual medium, and reference each
other frequently. Familiarity with one game carries over to other games, to varying extents. A
brawler like River City Girls makes more sense if the player has played any earlier games of the
Kunio-kun series, any brawler games, any fighting games, or any games at all. The simple
enemy character can be found in many games, so even though the player might be unfamiliar
with the painted troll of Oblivion, they still get the gist if they’ve played other games before.
Each game also has some sort of learning curve, even if it’s s steep one. Games introduce
players to enemies, which serves as a tutorial and also as a measure of progress. If a player
stops getting attacked by rats and starts getting attacked by goblins, they can be sure that they
have levelled up. Player progress measured against a hierarchy of speciated enemies points to
another basis for easy enemy relationships.
ENEMIES OF PHILOSOPHY
Game enemies are philosophically interesting as they are both creatures for which there is no
real world equivalent, and creatures that invite a familiar relation of domination. Although
they act towards the player like no other being, the ways they are designed and the ways in
which the player views them is well-established. This is not just a case of enemies being
representations of stereotypes of human minority groups or savage wild animals, though that
certainly plays a part. The key to enemies’ familiarity is the position the player takes in
relation to them. A position that requires enemies to be underneath the player in skill and
importance, to be repelled by the player as an inferior and absorbed into the player as a tool.
The process of this domination, of this struggle for power, is already codified in other contexts.
Even if the player wanted to have a different relationship with an enemy, this is usually not
possible.
For Spinoza, good and bad are never objective qualities of a thing but always good for some
purpose and bad for some purpose, as “the terms good and bad … indicate no positive quality
in things regarded in themselves, but are merely modes of thinking, or notions which we form
from the comparison of things with one another. Thus one and the same things can be at the
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same time good, bad, and indifferent” (190). So if the player wants to continue progressing in
a game, game enemies are bad because they could prevent that desired outcome, but if the
player is tired and looking for an excuse to stop, or is seeking excitement, or wants to show off
their fighting skills, game enemies might be good as they help the player achieve those aims.
Taking the first case, in a Spinozan view of enmity, enemies are bad because they counter the
player's desires, particularly their desire to persist in the game world. However, the
defeatability of enemies repeatedly challenges and fulfils this desire, with the result being that
the uncertainty of possibly losing everything is essential to the joy of normality being
reaffirmed. The enjoyment of a game containing enemies is that it could stop at any moment
(but doesn’t).
However, enemies can be problematic for Spinozans for the emotions they elicit in players. An
enemy can be the source and object of feelings of anger, hatred, revenge, envy, and derision –
emotions which, Spinoza notes, all arise from the experience of pain. Pain is always to be
avoided, as it is a sign the body has been made less capable of action (138). But hatred for
game enemies is somewhat inevitable, as “He, who conceives himself to be hated by another,
and believes he has given him no cause for hatred, will hate that other in return” (156). A
Spinozan does not want enemies, as the relationship and the emotions that arise from it are
painful and so inherently detrimental to one’s wellbeing. Even triumphing over an enemy, a
happy occasion, is tinged with sadness, as “joy arising from the fact, that anything we hate is
destroyed, or suffers another injury, is never unaccompanied by a certain pain in us” (160)
(although it does feel pretty good (144)). Furthermore, emotions arising from desire rather
than rational examination aren’t that great either, as “[hope and fear] show defective
knowledge and an absence of power in the mind; for the same reason confidence, despair, joy
and disappointment are signs of a want of mental power. For although confidence and joy are
pleasurable emotions, they nevertheless imply a preceding pain, namely hope and fear” (220).
As to whether killing enemies in computer games is bad, Spinoza suggests that “a given action
is called bad, in so far as it arises from one being affected by hatred or any evil emotion. But no
action, considered in itself alone, is either good or bad, one and the same action being
sometimes good, sometimes bad” (227). So Spinoza can be said to not be a fan of enemies, not
because killing them is problematic in any way, or the player behaves badly, but because any
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experience of pain is harmful, even in the experience of play, and being a rational philosopher
is the most fun you can have anyway (270).
Enemies could also be problematic for Spinozans as good people should want the best for
those around them (211), and should have desires that serve their community as well as
themselves. Spinoza makes it clear, however, that computer game nonplayer characters are not
part of his moral community, as “besides men, we know of no particular case in nature in
whose mind we may rejoice, and whom we can associate with ourselves in friendship or any
sort of fellowship; therefore, whatsoever there be in nature besides man, a regard for our
advantage does not call on us to preserve, but to preserve or destroy according to its various
capabilities, and to adapt to our use as best we may” (241). When Spinoza specifically states
that in his propositions “Hatred can never be good” (218) and its corollary “Envy, derision,
contempt, anger, revenge and other emotions attributable to hatred, or arising therefrom, are
bad” (219) he is only talking about hatred towards humans (219). In his exhortation that to
“make use of what comes in our way, and to enjoy it as much as possible … is the part of a wise
man. I say it is the part of a wise man to refresh and recreate himself with moderate and
pleasant food and drink, and also with perfumes, with the soft beauty of growing plants, with
dress, with music, with many sports, with theatres, and the like” (219), it seems computer
games would fit neatly between sports and theatre. However, love can be excessive (218), so
rational people should not become so enthusiastic about one love object that they neglect
other parts of their life or find themselves limited in action because of it.
So whether game enemies are definitively good or bad cannot be answered in a Spinozan way
– once again it is on a case by case basis. Insofar as computer games are fun entertainment,
they are a good thing. If a player finds themselves loving the game excessively, or feeling pain
during the game, it can be harmful. If a game enemy’s destruction of the player character is
entertaining or joyful, it can be an overall good thing for the player. If the destruction of the
enemy is poignant or saddening, it can be a bad thing. And the same interaction with the same
enemy can affect different people in different ways, depending on their history and what other
images they are reminded of when they associate with the beings. When it comes to affect,
Spinoza reminds us that “different men may be differently affected by the same object, and the
same man may be differently affected at different times by the same object” (163). Spinoza’s
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insistence on particularity and contextuality is his strength. Things aren’t just good or bad,
they can’t be generalised or categorised, because individual elements can’t be plucked out and
judged singularly from the whole totality of swirly cyclical affect.
Plumwood, on the other hand, is up for a fight. Her work on domination gives us an
ecofeminist insight into the workings of the player-enemy relationship, and the familiar
foundations of a strange situation. Plumwood’s perspective helps to unpick the non-game
origins of human-enemy relationship dynamics, and how the player and the enemy’s pre-
individual view of each other shape how they will act. Though the logic of domination is
present in all interactions between players and nonplayer characters, in enemy relationships
we find the logic most obviously displayed. It must be stressed that neither nonplayer
characters nor players are particularly harmed by this dynamic (except for the lost
opportunity of trying something new in game design).
A game is a place where some beings are better than other beings. Better at fighting, better at
jumping, better at collecting, better at running, better at being a real human being. A game is
also a place where the player has more or less power than other characters; they are always in
relations defined by power. But while those other characters are static, the player progresses,
gaining power until they are at the top of the game's hierarchy. This betterment in status is
measured on leaderboards and speedrun times, but it is also visible in the types and
frequency of enemies. As the player becomes better at fighting, more challenging enemies
appear, and enemies that were once threatening become trivial. In this way, the player can
reflect on their place in the world and observe their relative status in the types of others they
have to deal with. Where once the player struggled with overcoming mudcrabs, now they
overpower demons.
Hierarchies of being, Plumwood observes, tend to be constructed and justified in similar ways,
no matter what the beings are. When beings are made superior and inferior to each other, the
same dynamics are recycled. The superiority of players in games seems natural, but is
constructed. As enemies are designed to oppose the player, often in multiple ways, they
demonstrate this process clearly. In the logic of domination, there is only one way to be a good
person, and all other ways of being fall short. Those who fail to meet certain standards either
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aren’t good people or aren’t people at all,. This state of affairs appears to be inevitable and
natural, but is constantly policed (32). Humans, men, colonisers, or in this case players, are
held as the standard that others must aspire to. They are said to possess certain qualities –
rationality, civilisation, agency – and these qualities justify the hierarchy. To be fully
considered as a moral agent, worthy of being cared about, one must be as close as possible to
this ideal person. These are fine qualities in themselves, Plumwood notes, but are not really
exclusive to any kind of person and are also not so special that they justify domination (24).
Dominated groups are “thrown into” alliance not because they have some essential similarities
but because the mechanisms of oppression work similarly (21). For things to be recognised as
worthwhile people in Western societies, Plumwood argues, they must fit a rigid definition that
has been developed by centuries of philosophers but also suspiciously resembles those
philosophers.
Nonplayer characters in computer games obviously aren't good humans. They are not rational,
independent, or masters of their world. They’re not even solid or conscious. But Plumwood
argues that beings shouldn't have to be like the best kind of people in order to be cared about.
Game enemies are designed with dualisms in mind. They are large to the player’s smallness,
inhuman to the player’s human, dark to the player’s light, and otherwise characterised by
opposition and dissimilarity. Dualism, Plumwood notes, erases continuity and asserts
essential difference. There is no commonality with the enemy, and so no hope of
reconciliation. Dualism constructs the game enemy as an other, capitalising on existing
difference (humans as autonomous and rational, nonplayer characters as automatons and
mindless) and creating difference (in character design that makes the enemy look and behave
very differently to the player). The otherness of nonplayer characters is real, but it is also
further exaggerated for effect. In terms of enemies, this means that their machine-like selfless
relentlessness is emphasised, and it is the player’s humanness (in their ability to learn and
play artfully) that results in the player’s success. For enemies to become something more
complicated than not-players, the answer lies not in trying to make them more human, but in
showing the ways in which both players and nonplayer characters are important beings in the
context of the game, do not have such strictly defined roles, are interdependent, and are
different from each other as well as the player (see Plumwood’s list of the structural features
of dualism 60).
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Enemies could easily be made unbeatable, if anyone wanted such a thing. The defeatability of
enemies, though, is the point. They have to be able to be mastered. Even if the player never
achieves it, they know it must be possible and it’s only their own performance which is
lacking. Beatability is a trite example of how enemies are made inferior. Even if they struggle,
players know that enemies have been designed to be overcome.
As man-made objects, Plumwood would argue that nonplayer characters don’t have it too bad
and don’t really need to be liberated (as per her discussion of Coke bottles 138), but her
analysis of power relations is still useful both for an analysis of how power works in games,
and a framework for how different relationships can be designed. Her explanation of how
power shapes relationships between humans and nonhumans is useful for understanding the
dynamics of players and nonplayer characters. And this is especially the case when it comes to
antagonisms.
Because of the inherent differences between humans and computer game characters, and the
derivative, representational nature of computer game worlds, game enemies are both unique
entities and good examples of the pervasive logic of domination underlying Western systems
of thought. Game enemies are ethereal, electric creatures unlike any other being humans
interact with. But because they strive to resemble familiar situations, they end up re-shaping
old relationships and old roles into new and weird things. And so the logic of domination does
not work as straightforwardly in game worlds as in real worlds.
GENRE
FIGHTING GAMES
Entire games exist where fighting an enemy is the only activity the player can do. These games
(the series of Tekken, Mortal Kombat, Street Fighter, Dead or Alive, Fatal Fury, SoulCalibur etc.)
are like boxing matches in that there are two opponents, the player and the enemy, facing off
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against each other. There is minimal plot, little environment, and the domination of one over
another is the entire point. The dynamic antagonistic interaction of two characters begins,
comprises, and ends the game in a stark example of what Juul calls an emergent narrative –
where a story arises from a player's individual experience in a game world to be recounted
after the fact, rather than determined by a writer before the player enters. While the beginning
and ending of the story are always the same (two buff angry people appear on a level surface;
one person dies and the other is chuffed), and the player is limited in what they can do
(generally punch, kick, block, dodge, attempt a combo move or quit the game), whether the
story of the game is one of a savage beatdown, an unexpected turnaround, an exhausting
struggle, or a noble give-and-take is up to the individual player.
Fighting games were originally made with two human players in mind, but it is also possible to
play these games against the computer, where the game controls the enemy. In these games,
the enemy provides a real challenge. The game AI makes instant decisions, always performs
complex combo moves perfectly, and takes no pity on the player. Fighting games, in fact, offer a
lovely image of antagonistic human-enemy togetherness as both characters are autonomous
volunteers, have the same aims and abilities, and their relationship is central rather than
tangential to the game experience.
Fighting games are about brief, intense relationships between two characters. The
relationship is straightforward and unambiguous, and the power dynamic is explicit and
involves evident to-and-fro between characters. The relationship is zero-sum and there are
only two outcomes: winning or losing. The relationship is not instrumental, but its existence,
its subtleties, and its development are the entire point of the game. In a way, fighting games
are akin to virtual pet or dating games in that the player’s attention is focused on a single,
significant other. But unlike (most of) those games, the relationship between a player and
nonplayer character in fighting games is combative and competitive. If the player makes a
wrong turn in a dating or pet game, it is the pet or paramour who is damaged, and the
relationship is soured. In a fighting game, if the player makes a wrong move, it is their own
player-character who is injured, and the relationship remains the same: hostile. While the aim
of the love game is to make the player feel like a significant other, the aim of the fighting game
is to make the player feel like a significant threat, not a supplicant or a patron but an equal.
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But in all these games the player must prove themselves to be worthy. While a key similarity
between these games of intense relationships is subtle reactivity, a key difference is speed.
In a fighting game, the player must make decisions quickly. If they want to win, they must be
constantly aware of the other character, where they are, what they’re doing, their special
moves, their health level (though indiscriminate button-mashing works pretty well up to a
level.) Interaction with the other is the point of the game; there is no quest to get back to, no
puzzle the enemy has interrupted, no new area to explore, nothing better to look forward to.
The fight, and the promise of more serially monogamous fighting, is all there is. So the player
must move fast in reaction to the enemy, must make snap judgements on the best way to get
past the character’s defences and into their most vulnerable spots. The player must know
their enemy in order to hurt them more effectively, and they must also know their own
character’s special abilities.
Starting with 1991’s Street Fighter II, players of fighting games could choose their own
character from a group of fighters, the rest of which they must then defeat. Characters also
possessed their own special moves, like Dhalsim’s fire-breathing and limb-stretching or Chun-
Li’s speed and backflips. The special moves of characters tend to counter-act each other, so
one character’s leaping ability can be undone with other’s grappling hook. When the player of
a fighting game moves, they control distinct parts of their character’s body with set buttons:
the arms to punch or block, the legs to kick or jump. (From this often awkward mechanic has
emerged the fumblecore genre, featuring games like QWOP or Regular Human Basketball,
which challenge the player to move ragdoll characters limb-by-limb). Combo moves are
unlocked by quickly pressing a series of buttons and super-combos are even more difficult
combinations; E. Honda’s super-combo in Street Fighter II, for example, involves holding down
the left button, then quickly pressing the right button, then the left and right button, then the
punch button (this instigates the “Super Killer Head Ram”).
In a fighting game, the player and the enemy build an affect cycle between them. But this
reciprocal, interdependent loop is built on opposition rather than mutuality. Each must
protect their body and damage the other’s. They must affect without being affected. In
contrast to the affect cycle of the friendly game, in which the player and the character each
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finds pleasure in pleasurably affecting the other, the fighting game sets the player and the
character as opposites. Instead of gaining pleasure by giving pleasure, the player and the
nonplayer must strive to affect each other negatively in order to affect themselves positively.
What the player wants, the enemy despises, and vice versa. The enemy’s pain is the player’s
pleasure, and the player’s pain is doubled by knowing their enemy benefits from the player’s
injury. While an owner of a virtual pet can build positive affect together with their character,
the player of a fighting game seizes pleasure from their counterpart and has it seized from
them in turn. In his discussion of enemies (or objects of hatred), Spinoza notes that “he who
conceives, that an object of his hatred is painfully affected, will feel pleasure … greater or less,
according as its contrary is greater or less in the object of hatred” (146). But it is not always
the case that the enemy of the fighting game is hateful. The enemy can be an opposite more
like a mirror image, a medium through which the player can affect themselves.
One gets the sense in fighting games that opponents have their own lives outside the game,
that they have friends, training regimes, and some pride in their abilities. Even the early
arcade fighting games had a surprising amount of narrative behind each pixillated character.
The characters are not fighting for their lives, but like the player, are playing a friendly game.
In this, their narrative role (sport competitor), their in-game persona (as a sportsperson), and
their functional role (as an opponent in a sport) are in harmony. But there is a fixity to these
roles, an inflexibility to who these characters are. They too have a primary essence that can be
defined, categorised, essentialised, and so, overlooked. Good characterisation, for them, can
only be expressed through fighting well. Their actualisation comes about through action, but
these actions are determined by the game. The characters can only develop in certain
directions.
The “friendship” finishing move in Mortal Kombat II and 3 offers players an alternative to
gruesomely killing opponents to end a match. The move can be played when the player has
defeated the opponent and only needs to deliver a final blow to be declared the winner – a
checkmate point. The moves are silly – giving the opponent a present, blowing them a kiss, or
doing a dance – but give the player a chance to avoid violence, sidestep their role expectations,
and change their relationship with their opponent from attempted murderer to goofy buddy.
They change the affective tone of the game from serious to silly. But these moves can also be
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part of the domination of the enemy, a move to humiliate them, an expression of their
contempt and the enemy’s triviality. (The YouTube channel Gamer CHI-CHA has a rather
wonderful series of videos of all characters’ finishing moves, including friendship fatalities, in
Mortal Kombat II and 3).
RACING GAMES
Racing games, or sports games, have enemies of a different, competitive kind. Nonplayer
enemies in Mario Kart DS can still damage player-characters by firing bombs in front or
behind them, cutting them off, or covering the road with banana skins, but they can also
overcome the player just by being better drivers. The characters’ bodies are still the site of
competition, but touch is not required for one to succeed over another. Instead, the quality of
the body is at stake, the speed of its reactions, the surety of its manipulation of the controller,
the accuracy of its perception of the path ahead, its evaluation of opportunity and risk. As
computers are quite good at these things, characters controlled by them could trounce human
players perfectly every time (Cechanowicz et al).
The main ability needed by racing nonplayer characters is path-finding, a rather complex bit of
programming to let a nonplayer character perceive and navigate an environment. Pathfinding,
as Botea et al. tell us, is one of the more complicated tasks for a game AI, as “[m]oves have to
be computed in real time, and often there are many mobile units to compute paths for. Paths
have to look sufficiently realistic to a user. Besides a more standard, single-agent pathfinding
search on a fully known, static map, games feature more complicated variations of the
problem, such as multi-agent pathfinding, adversarial pathfinding, dynamic changes in the
environment, heterogeneous terrains and mobile units, incomplete information, and
combinations of these.” (21). Simple games set nonplayer characters on predetermined paths
from which they cannot deviate or must immediately return to. These paths can be
interrupted by actions of the player-character, but the nonplayer character cannot decide
where to go on their own. Horizon Zero Dawn nods to older games by making these paths
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overt, glowing brightly in the player’s heads-up display. Its robot dinosaurs are proud of their
rails. In racing games, pathfinding is at once easy, because the characters are just going around
and around a set track, and difficult, because characters constantly encounter new obstacles,
and must keep themselves within a sporting distance from the player (like other enemies,
racing enemies are made to be beatable.)
[Image removed due to copyright restrictions]
Fig. 9: In Horizon Zero Dawn, the player can see the predetermined paths of their enemies.
(author screenshot)
This has its limits, however. “Dynamic difficulty adjustment (DDA)”, as Compton explains, “is a
process in which video games will adjust the difficulty of the game over time based on the
player’s performance. If the player is doing well the game will become more difficult to add
challenge. On the other hand, if the player is struggling the game might reduce the difficulty to
keep them from getting stuck”. In terms of pathfinding, this produces the “rubber band effect”,
where nonplayer characters bounce around the player-character as if they were connected by
elastic. “When the player is ahead the opponents speed up, and when the player is behind they
slow down. The further ahead or behind the player is, the more the computer opponents
react” Compton clarifies. Dynamic difficulty adjustment means that characters are affected by
the player’s performance, even when the player isn’t attending to them. Though most obvious
in racing games, DDA can be found in all sorts of situations where things need to change to
accommodate a particularly lucky or unlucky player.
In 1974’s Speed Race, enemy cars act less like characters at all, and more like environmental
obstacles around which the player has to dodge and weave. The aim of the game is to keep
driving uninterrupted for as long as possible along a long straight road, which is made difficult
as enemy cars keep trying to crash into the player-character. As game design gradually moved
away from getting the player to pop another 20 cents in the arcade machine, and realism
became something to strive for, the role of enemies in racing games became less about game-
ending destruction and more about legitimate competition and the joys of overcoming odds.
In go-kart-style racing games like Mario Kart DS, players race each other, but can also engage
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in high-speed combat to hobble other characters. The basic mechanics of modern racing
games are pretty much the same whether nonplayer characters exist in them or not.
Opponents exist for the purpose of comparison and competition, a little bit of extra
motivation, someone who the player can assert superiority over. But these games can also be
played perfectly well if the player is trying to beat their own personal best or some arbitrary
number. Computer-controlled enemies in racing games, then, facilitate relationships between
the player and themselves.
Pacheco et al’s study on the believability of nonplayer characters in racing games illustrates
the difficulties in creating affective competitive game characters. They note that “Games seem
to be more engaging to players when they believe they are facing/cooperating with other
human players” (1), and subsequently suggest that making NPCs more human-like will make
them more engaging. But as they concede, player recognition of humanness is something quite
difficult to test for (1). In Pacheco et al’s turing-test-like racing-game environment, players
identified other cars as being controlled by the computer when the character drove well,
drove badly, seemed overcautious, seemed overconfident, took every opportunity, didn’t take
opportunities, drove too slowly and drove too quickly (8). They also didn’t enjoy computer-
controlled or human-controlled nonplayer characters any more or less than each other.
Pacheco et al. conclude that players’ evaluations of nonplayer characters are highly contextual
and players have different needs for different types of games. In racing games, players didn’t
have a strong need for human-like characters, but instead wanted difficult competitors that
would provide a challenge; an enemy that could match them in skill. Pacheco et al. recommend
that “the agent should behave according to the situation it is in … Introducing believability is a
mechanic that has to be thoroughly considered … doing so might interfere with the enjoyment
of a particular game” (9).
STEALTH GAMES
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In stealth games, enemies must be avoided rather than confronted. They invite the player to
overcome from underneath. In Invisible, Inc. players must creep around an office building at
night, avoiding and incapacitating guards without being detected. Invisible Inc. is an isometric
third-person turn-based game in which the player must gather information to sneak two
player-characters past guards in order to steal items. Players receive a series of missions to
steal something from someone, and must work out how to best complete it. Although the
game is isometric, the player can only see what is visible in the player-characters’ own vision
cones, which is in colour, and a remembrance of what the player-characters have previously
looked at, in grey-scale. At the beginning of a mission, this means that most of the game level is
invisible to the player, and the player must tentatively explore around without being caught.
The guards’ vision cones are also visible to the player, so the player is aware the direction in
which they are looking. Guards patrol on set paths, which the player see if they choose to
spend one of their limited action points. If the player-character is at the edge of a guard’s
vision cone, the guard will walk toward the player-character to investigate. If the guard looks
straight at the player-character, they will shoot them immediately. Guards are observant, and
constantly looking around. The player must imagine the game level from their point of view.
The game is a race to see who can gather and use information about the other first. Players are
outgunned and outnumbered, and if a player-character is seen all hell breaks loose. As a
mission continues, more guards appear and begin using other sensory devices like remote
scanners to detect the player-character.
Enemies can register a sneaking player to different degrees. Guard enemies, in particular, have
the ability to doubt themselves. When a guard has briefly registered the player-character in
their vision cone, or a hidden player-character has made a noise, a guard can stop their patrol
and become alert for a time. In this temporary state, they may actively search for the player-
character around a certain area, or attack the player-character in their hiding spot if the
player-character makes another move or sound. But if the player-character stays quiet and
still, the guard will, after a certain time, relax and return to ignorance. Like adults in a child’s
game of hide and seek, the nonplayer characters do know where the player-character actually
is (because they are connected to the omnipresent game world) and are only pretending they
don’t. In Horizon Zero Dawn, guard dinosaurs, shown below, glow blue when they have not
detected the player, yellow when they have detected the player and are alert, and red when
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they are attacking. This traffic-light system informs the player of the enemy’s internal state,
and lets them predict their behaviour. The player has to put themselves into the robot
dinosaur’s shoes in order to figure out how to best act. The player and the enemy, then, find
themselves in a rather tense affect cycle. While the enemy cycles through three states
prompted by temporal and sensory triggers, the player inhabits a variety of states in dialogue
with the nonplayer character.
[Image removed due to copyright restrictions]
Fig. 10: A happy Watcher. (author screenshot)
[Image removed due to copyright restrictions]
Fig. 11: An alert Watcher. (author screenshot)
[Image removed due to copyright restrictions]
Fig. 12: Three attacking Watchers. (author screenshot)
Familiarity with an area can allow the player to avoid an enemy, or at least to know the point
where the enemy will stop chasing and turn back. In stealth games, studying an enemy is key
to predicting their behaviour and using it as a reference for future action. The point of a
stealth game is to avoid affecting an enemy at all. A happy stealth game enemy is one that
never encounters a player, and vice versa. But sometimes enemies are unavoidable. When
guards are protecting an area, particular tactics are required. To defeat guards requires
sneaking, hiding, long-range weaponry and awareness of surroundings. For although they may
be individually weak, in a group guards can easily overwhelm a single player-character. So the
player must find nooks in which to hide, and be patient, anxious, alert and opportunistic. They
must be aware of the relative locations of the guards, and the likely direction of their
patrolling. They must have a sense of the guards’ line of sight. The player must be aware of the
perception of the enemy character, how far it can see, and whether obstacles block their view.
And so, in waiting to kill the guards, the player takes on their perspective, to a limited extent.
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ENEMY AFFECTS AND EFFECTS
The ways in which humans and enemies affect each other, then, are not unique, but they are
particular. They offer specific pleasures and challenges in specific ways. Through a rather long
look at the things humans and enemies can do to affect each other and form relationships, this
section will attempt to tease out the mechanisms of human-enemy affect.
Enemies act and are acted upon through particular mechanisms. Some of these mechanisms
are unique to enemies, and some are repurposed from other areas of the game. Game enemies
look very different to each other, but they all have some basic behaviours in common. They
might look spiky or slimy, they might go for the throat or shoot bullets from afar, they might
move fast or stand their ground, but they are united in three fundamental things: they are
spawned, they attack the player, and they die. In doing these things they are inexorable; there
is nothing so reliable as a computer game enemy. In the tradition of what Brown and Stenner
call “the technique of unsettling familiar ways of thinking by contrast with the radical
otherness of exotic ways of thinking [and which is] by now a familiar strategy in the repertoire
of social constructionism” (81) and what Plumwood (2007) identifies as “that recent radical
tendency in environmental philosophy that has stressed that respect and attention must go
‘all the way down’ and need have no boundary or limitation” (19), this section will attempt to
describe what affect is to an enemy nonplayer character. This will be examined first through
what enemies do to themselves, and then what players do to them.
SHOWDOWN
ENEMY SPAWNING
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When an enemy spawns, it modulates from an entity of code (that may or may not already be
running some functions) to a character in an environment that can move, act, and be seen. It
has, from the viewpoint of the player, just popped into existence. However, the enemy is a
creature with no childhood. It arrives fully-formed, a robot that’s been instantly assembled
according to an existing blueprint. This manufacturing of the enemy is always triggered by
something; to save processing power, games do not spawn all their enemies all at once. In
different games the trigger may be the loading of a new game area, a certain time after some
event, when the player interacts with a certain object, a change in health or level of other
enemies, the death of other enemies, the spawning of companion enemies, a change in health
or level of the player character, or the proximity of the player character to a spawn point (a
specific place within a game level at which enemies have been programmed to appear).
To spawn does not necessarily mean to start existing, but it does mean an increase in the
enemy’s ability to affect and be affected. An enemy’s code may be monitoring the location of
the player and recording some of their attributes in order to determine when and where to
render its sprite or model in the game world. In this sense they have some limited ability to
act. Once an enemy is spawned, they have many more behaviours available to them – in
Spinoza’s words, they have become more powerful, and for a human this would result in the
conscious experience of pleasure. But functions of enemies are usually not so concentrated
within a single identifiable object, and enemies, before they are spawned, can be said to be
distributed across many game functions if they can be said to exist at all. A character like
GlaDOS of Portal, who is invisible for most of the game, is made up of voice files, timed
environmental events, and only acquires a visible body at the end of the game. Her ‘spawning’
does not result in an increase in her power, because her character acted through the game’s
level design. Her body, if she had one, was made of architecture and sound. The idea of her as
an individual only exists in the mind of the player.
When and where enemies spawn can create different experiences for the player. Some
enemies, like the Colossi of Shadow of the Colossus, are threatening, faraway presences that the
player can anticipate fighting. Some enemies silently spawn close by and take the player by
surprise. The carnivorous lizards of Rain World spawn in nearby tunnels, resulting in an
apprehensive, jumpy player experience. The robotic shepherds of Horizon Zero Dawn and the
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soldiers of the Metal Gear series spawn long before the player arrives in an area and are keen-
eyed guardians whose mere gaze must be avoided, resulting in a sneaky, wary player
experience. The wolves and rats of Skyrim have spawn points just randomly scattered around
the countryside, triggered by player proximity, and can be fought or fled from depending on
one's disposition, resulting in an opportunistic player experience.
The long-running Final Fantasy series is a good demonstration of how enemy spawning has
evolved. Many older, simpler games have also been ROM-hacked, meaning their code has been
reverse-engineered and is publicly available (the legality of this is under debate). This
information is used by speedrunners to figure out how to best avoid enemies, and so complete
the game faster. It also gives us an insight into how enemies are programmed, and the
decisions designers made behind the scenes.
In early games of the Final Fantasy series, players travel through wilderness and towns,
encountering enemies in random locations and bosses in predetermined locations.
Randomised enemies make moving through the world seem exciting and dangerous, and make
the games more interesting to replay and compare with friends. As the early Final Fantasy
games often involved a lot of backtracking through areas, enemies appearing in unexpected
spots also made gameplay less predictable.
In 1987’s Final Fantasy (FF), the limitations of the NES console meant the appearance of
randomisation was tricky to achieve. Enemies in FF surprise the player and whisk them away
to a separate battle screen based on the number of steps the player character has walked (see
AstralEsper’s FF game mechanics guide for a thorough catalogue of the step numbers at which
enemies will appear). Speedrunners use this information to count their steps and make sure
that they take their critical enemy-spawning steps somewhere where enemies are not allowed
to spawn, like an indoor area. The step counter also resets when the player enters a different
area. The types of enemies, the amount of damage they can do, the amount of damage the
player can do, and the player’s fighting method are determined by random number
generators. Persistent memory is stored by a battery in the game cartridge itself, so when
players fire up their NES and start a new game of Final Fantasy, this information is stored by
the game and not the console. The locations of enemies are set until the player finishes the
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whole game and watches all the credits until the end (or the cartridge glitches or is dropped),
but if the player starts a new game after that, the enemies have different attributes.
Final Fantasy IV (FFIV) also spawns enemies in ‘random’ locations. The ‘random’ locations of
enemies is actually determined by the number of the frame of the title screen when the player
presses ‘Start’, and are based on the number of steps the player character subsequently moves.
Through this, the player inadvertently sets their own enemy spawn points. FFIV runs at 30
frames per second. If a keen gamer presses ‘start’ exactly two seconds into the title screen,
then the number ‘60’ is the ‘seed’ for a set of pseudo-random numbers (numbers that seem
random to the player but have been chosen by someone at some point). These numbers (for
example: 18, 35, 45 and 90) mean that the player will encounter enemies after they have made
18, 35, 45, and 90 steps. (However, to make things tricky, steps on certain surfaces, like rugs,
stairs, or alongside furniture, are not counted as steps.) Speedrunners take advantage of this
setup by deliberately starting the game on a certain frame, which they know will seed certain
pseudo-random numbers. They can then make sure that their 18th, 35th, 45th and 90th steps are
taken in places that enemies cannot spawn in, like friendly pubs or doorways. Because this
information was stored on the SNES console, rather than the cartridge like Final Fantasy, the
locations of enemies were not determined for the whole game, but reset whenever the player
restarted a saved game. The first way players affect enemies in these games, then, is to
unwittingly place them. Final Fantasy VII (FFVII) also uses a step count to place enemies,
though its walking and running systems count steps differently. Final Fantasy games after FFVI
based player position on the player character’s velocity rather than a landscape’s grid, making
step counting an inefficient method for enemy spawning.
Final Fantasy XII (FFXII) is the first Final Fantasy game where players can see an enemy ahead
of them and walk up to them, rather than be surprised and taken to a special battle scene. In
Final Fantasy XIII (FFXIII), enemies always spawn in the same place, no matter how long the
player dawdles on the title screen. FFXIII is a more linear game than its predecessors; players
are not expected to backtrack or revisit places (so much so it has been called a “corridor
simulator” (Treharne)). Because players only visit an area once in a game, enemies do not
need to reappear in random locations. Interestingly, enemy spawning in FFXIII is triggered by
the player’s camera, and enemy attacking is triggered by the player-character’s field of vision.
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FFXIII uses a 3rd-person camera which the player can control. If the enemy’s spawn point is in
the camera’s field of view, then the enemy will render. But if the player points the camera at
the ground, the enemy never spawns, and the player can just walk through the level
unchallenged. The enemy’s sprites show up in the player’s HUD’s mini-map, but the enemy’s
sprite and AI does not activate until the player can actually see them. Rendered enemies in
FFXIII attack the player on sight – that is, they have a sense of sight, and so a line of sight. If the
player is behind an enemy, the enemy cannot see the player, and so does not attack them. In
these cases, the player can perform a sneak attack for extra damage. If the player never lets
the enemy render (by walking around with the camera pointed to the ground), then the
enemy’s vision cone is also not rendered, and it cannot perceive or attack the player. If the
player-character runs around looking at the ground, the enemy doesn’t attack. The enemy
doesn’t exist unless the player is looking at it; the enemy does not acknowledge the player
unless the player looks at it. In this case, the childhood conceit of covering your eyes so the
monsters won’t see you actually works.
PLAYER RECOGNISING
“Often,” Eco states, “when faced with an unknown phenomenon, we react by approximation;
we seek that scrap of content, already present in our encyclopedia which for better or worse
seems to account for the new fact” (57). Isbister (30), Schell (255) and Cook argue that
enemies must be instantly recognisable so the player can immediately act against them. So the
first thing that human players do towards enemy characters is judge them. Enemy characters
have a programmed certainty about the nature of other characters, but players must learn and
form associations from contextual and intertextual clues.
Associations allow players to move quickly against characters that can be instantly judged to
be one type or another based on appearance and pattern of movement. The need for players
to recognise enemies as enemies results in a stratification of classes and types of enemies.
Enemy types then need to be as differentiated as possible. This is why beings in games are
characters; they have characteristics.
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Enemies occur in types, and games usually contain a few different types of enemies.
Characterisation occurs on the level of species, not individuals. Within a game, enemies are
visually and behaviourally homogeneous within a type but dissimilar between them. This
categorical difference is evident visually and behaviourally. Because “clear silhouettes
distinguish different characters from one another” (Cooper), designing enemies with
distinctive shapes and animations helps the player recognise and categorise them. Enemy
bodies may all be variations on a theme, like Horizon Zero Dawn’s robot dinosaurs or Rain
World’s lizards, but their type is recognisable from a distance and their actions are unique to
their kind. Their commonality is in their antagonism towards the player. A player can
encounter a Glinthawk in Horizon Zero Dawn once, learn its range of actions, strengths,, and
weaknesses, and then successfully apply that knowledge to every Glinthawk encountered
thereafter, because all Glinthawks look and act the same. Enemies operate from extremes of
sameness and difference.
This type-casting of enemies provides the thrills of predictability. Because game characters do
not have good memories (Kasap et al) and do not form associations, they cannot learn as well
as players do. To keep play challenging, games simply add new enemies over time, so what
enemies lack in diversity of behaviour they make up in diversity of types. Because they are
novel, new enemies are a challenging encounter. They also give the sense that every man and
his dog is out to get the player – a feeling integrated into the narrative of post-apocalyptic and
anti-hero games. When a player encounters an enemy they recognise, the player can respond
with confidence, but when they encounter an unfamiliar enemy they must be more cautious.
This change in enemy quality and quantity is important for a player’s sense of progress. As
well as new armour, weapons, skills, costumes, areas to explore or progress bars, the player
can measure their success with the type of enemy they encounter. As a game proceeds, game
enemies change from small and piddly to large and mighty, culminating in a boss battle with a
particularly difficult and unique enemy. The Elder Scrolls series epitomises this tendency. In
The Elder Scrolls IV: Oblivion the player begins their game being attacked by delicate rats and
slow mud crabs. As they explore more of the game world and level up their skill, the game
introduces new creatures, like wolves and pumas, and eventually more dangerous and
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humanoid monsters. These enemies are tied to location and the player’s level; the player can
only encounter them if they are in a certain place and have achieved a certain status. By the
end of the game the player is attacked by gods and demons – beings that in the narrative of the
game did not initially recognise the player as a threat, and in the mechanics of the game did
not even exist until the player had become very good at killing.
The requirement for enemies to have a visually identifiable essence can cause problems if
games are trying to represent reality. Representation doesn’t have to be very accurate in order
to be affective, as long as the human player is willing. As Eco states, “Does a 3-D model of a
man correspond to a concept of ‘man’? Certainly not as the classic definition (mortal rational
animal) is concerned; but as far as the possibility of recognising a human being is concerned,
and then of being able to add the determinations that derive from this identification, it
certainly does” (86). In other words, people get the idea and go along with it. However, quick
categorisation and essentialisation of others does those others a disservice. Survival games
like The Long Dark are quick to point out that wolves in reality are pretty chill and you
shouldn’t shoot them on sight.
[Image removed due to copyright restrictions]
Fig. 13: A disclaimer from the The Long Dark asks players not to shoot real wolves. (author
screenshot)
Objectifying others ends up objectifying the self in an opposite role, as Foucault (277) and
Plumwood (31) point out. To identify an essence in another is usually an act of creation rather
than discovery, but as nonplayer characters are designed objects with prescribed purposes,
this complicates things. von UexkuH ll calls this dual construction of the self and designed other
‘counterpoints’. He states that “A coffee cup with a handle shows immediately the contrapuntal
relation to coffee, on the one hand, and to the human hand, on the other” (191) (though surely
the point of cups is so you don’t get coffee on either of your hands). Game characters likewise
find their form through the needs of the game and the needs of players. von UexkuH ll further
notes that “The meaning of our use-object for us lies in its function, and this function can
always be brought back to a bridging of the counterpoint in the object to the human being,
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which at the same time forms a motive of the bridging” (191). Enemies are the way they are
because their function is to make the player powerful. In games, this produces a particular
process of rationality, as Foucault would put it, or another iteration of mastery, as Plumwood
would. Recognition, or the categorisation of others into types, is the beginning of the
immediate human-NPC power dynamic.
FIGHTING
ENEMY REACTION
Enemy fights are exciting and rewarding, and programming them is relatively easy. Isbister
argues that enemies are both exciting and simple because a human's perception of another's
unfriendliness is both instantaneous and psychologically compelling (228), but there are
other reasons for enemies' across-game ubiquity and in-game similarity: convention, low
player expectations, and variables that count down. Enemies are expected to exist, and they
are expected to express their feelings through action. Popular game engines, such as Unity and
GameMaker, contain complete programming templates for creating enemies, and tutorials for
game design beginners usually have students designing simple combat systems. In this way,
enemies are instituted as essential but simple game elements. The ease of making characters
move towards or away from the player, or to appear when the player is in a certain location,
forms the basis for quick enemy development. One needs only to make the enemy character
move toward the player and tell the player they are losing something (whether health, gold
rings or time) when their character is touched by the enemy to make an affective interaction.
Interaction with an enemy follows a pleasing three-act structure. An enemy and player
character come across each other, they fight, and one of them dies.
Treanor et al. (in ‘AI-Based Game Design Patterns’) observe that “the most common role for AI
in a game is controlling the non-player characters (NPCs), usually adversaries to the player
character” (1). All enemies are controlled by some sort of artificial intelligence (AI), though
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the intelligence part is a bit of a misnomer. AI in games refers to various programming
techniques of simulating intelligence in nonplayer characters. It is an architecture, a way of
structuring code that affords decision-making and smooth transition between behaviours. The
most common ways of structuring code in games are behaviour trees (where characters move
down a tree of behaviours according to conditions (Simpson)), finite state machines (FSM)
(where a character continues in a state of being until it’s told to stop (Rasmussen)), planners
(where the character has a goal and selects from a set of behaviours those that will help it
reach its goal (Mark)) and utility (where potential actions are scored for their suitability to
achieve a goal (Mark)). These architectures are different ways of structuring the same
substance (of behaviours and transition between behaviours), and aren’t really visible to the
player (Mark), but are appropriate for different types of character behaviour. Orkin
summarises the situation in remarking that “the reality is that all A.I. ever do is move around
and play animations! Think about it. An A.I. going for cover is just moving to some position,
and then playing a duck or lean animation. An A.I. attacking just loops a firing animation.
Sure there are some implementation details; we assume the animation system has key frames
which may have embedded messages that tell the audio system to play a footstep sound, or the
weapon system to start and stop firing, but as far as the A.I.’s decision-making is concerned, he
is just moving around or playing an animation” (2).
However, the type of AI architecture used in a game has some bearing on how characters are
affected, and by what. It is not necessary to go into too much detail – in terms of affect AI
programming is to NPCs what cell physiology is to humans or petrology is to rocks. Every
game will have their own unique variables that modify and trigger changes in characters,
much as Spinoza says that the affect of one individual differs from another according to their
essences (169). As an example, let’s say an NPC walks up to a locked door. This NPC will be
affected by the locked door whether it is governed by a behaviour tree, a FSM, or a planner, but
this affect will be processed differently according to each one. For ease of reading, let’s call the
behaviour tree NPC, FSM NPC, planner NPC and utility NPC Blossom, Bubbles, Buttercup and
Bingo respectively.
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When Blossom comes across the locked door, she has already been continually climbing and
falling out of her behaviour tree once per ‘tick’ (a small predefined unit of time). Getting to the
door instigates a sub-tree of behaviour that looks a bit like this:
[Image removed due to copyright restrictions]
Fig. 14: An abstracted model of a behaviour tree for opening a locked door. (author supplied)
Blossom will go through this behaviour tree left-to-right and top-to-down. If a behaviour is not
possible she will go back to the last possible behaviour. If she cannot open the door she will
search her inventory for the key and if she does not have the key she will try to pick the lock
and if she succeeds in picking the lock she will open the door and if she opens the door she
will walk through the door and close it behind her.
Bubbles probably doesn’t encounter a locked door, because finite state machines probably
wouldn’t be able to handle that complicated a situation. If she did, she would change from her
walking state to a predefined unlocking-the-door state, and if that was successful she would
once again change to a walking state and go through the door.
When Buttercup happens across the locked door, she possibly runs away from it to find an
easier way around. If getting through the locked door is the only way to get to where she
wants to go, she will observe that she she has no key in her inventory and her lockpicking skill
is low, so she might decide to fetch a key if she knows where one can be found, search for a key
if she doesn’t know where to find one, or practice lockpicking on the door to increase her skill.
Buttercup likes using the least amount of steps to fix her problems.
When Bingo eventually reaches the locked door, she weighs up the pros and cons of each
possible approach. All of her potential actions have been weighted ahead of time, but have also
been modified during gameplay. Bingo considers finding a different path, finding a key and
learning lockpicking, and discovers that blowing up the door with her grenade is her highest
rated potential action. Bingo prefers certain methods over others, no matter how long they
take.
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AI research likes to talk about sophistication, complexity and believability, and tends to use
these as synonyms. These terms refer to the ability of characters to perform a larger number
of behaviours, particularly sequences of behaviours, especially context-aware sequences of
behaviour, that a human can find understandable and justifiable. Good AI creates characters
that are convincing (Simpson), immersive, deep and life-like (Rasmussen), and intense
(Orkin). Bad AI results in silly characters that make unrealistic decisions and break
immersion. Better AI makes NPCs more human-like, though Magerko et al. point out that “To
date, every successful computer game is an existence proof that you can create good games
without human-level AI” (877).
One game that definitely doesn’t have human-level AI is 1994’s Sonic the Hedgehog 3 and
Knuckles. Although enemies of every game genre behave differently, the simple enemies of the
platformer demonstrates their quintessential qualities. This is not to say that platformer
enemies do not have their own peculiarities. In platformer games, the player moves fast,
jumping from one platform to another. Enemies in these games are more akin to physical
obstacles than characters, animated objects that get in the way of the player. The main
relationship in the platformer is not between the player and other character, but the player
and themselves, as mediated through their own performance. Platformers promise freedom of
movement, and frustration of that freedom of movement. Platformers, then, exemplify
enemies as impediments to the player’s relationship to themselves and their goals.
PENGUINATORS
In Sonic the Hedgehog 3 and Knuckles, a 2D sidescrolling platformer, the player encounters
badniks, animal-shaped robot suits powered by enslaved woodland creatures. When the
player defeats one of these enemies, the robot shell splits open and these cute critters are
freed. Having already played Sonic 1 and 2, the player knows that these robots have been
created by Dr Robotnik in his quest to mechanise the world and create an alternate ecology of
machines. The enemies of Sonic the Hedgehog 3 and Knuckles come in a variety of shapes, and
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their attacking behaviour is tied to their form. A robot monkey, for example, throws projectiles
at the player, and robot piranhas bite the player character and drag him down into the water.
In this game, the player can play as Sonic the hedgehog, Tails the fox, or the correct option,
Knuckles the echidna. Two players can play together as Sonic and Tails, or Tails can
accompany the single player as an AI-controlled companion. These three player characters
have slightly different ways of playing. Sonic can run fast and put up a shield. Tails can fly and
swim. Knuckles can’t jump as high as the other two characters, but can fly and punch.
Knuckles, who was designed as a kind of hard mode, faces different and more difficult enemies
than the other two. Being spiky, all player characters damage enemies by curling into balls and
jumping or rolling into them.
Most enemies in Sonic the Hedgehog 3 and Knuckles only need to be hit once to die, though a
few are armoured and take two or three hits. Enemies in this game utilise hurtboxes and
hitboxes. A hurtbox is an area of a character’s body that can hurt others, but does not
necessarily register any hits itself. A hitbox is an area of a character’s body that registers hits.
As Gladstein puts it, “A Hitbox is an invisible box (or sphere) that determines where an attack
hits. A Hurtbox on the other side is also an invisible box (or sphere), but it determines where a
player or object can be hit by a Hitbox … [hurtboxes] can register a hit, but it should not collide
in the physical sense. Hurtboxes should only interact with Hitboxes. [Hitboxes] should only
interact with Hurtboxes.”
[Image removed due to copyright restrictions]
Fig. 15: The hitbox of a Buzz Bomber. (Lapper 2 ‘BuzzBomber’)
[Image removed due to copyright restrictions]
Fig. 16: The hitbox (yellow) and hurtbox (blue) of a Crabmeat. (Lapper 2 ‘Crabmeat’)
[Image removed due to copyright restrictions]
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Fig. 17: The hitbox (pink) and hurtboxes (red) of a Caterkiller. (Lapper 2 ‘Caterkiller’)
Figures 15 to 17 show the hitboxes of three characters from Sonic 1. (The same system was
used in Sonic the Hedgehog 3 and Knuckles). Figure 15 shows that the Buzz Bomber’s hitbox
and hurtbox are the same, and extend outside the boundaries of the visible character. If the
player-character touches that blue rectangle, they will die. Figure 16 shows that the Crabmeat
character has two hitboxes: a blue one that registers the player-character and a yellow one
that registers the environment. When Crabmeat walks over to the rock on his left, its claw will
appear to pass in front of the rock, before the yellow hitbox touches the boulder and Crabmeat
is redirected. Crabmeat can sense the player-character with a larger part of its body than it
sense its surroundings. But if the player hits Crabmeat on the tips of its claws, Crabmeat will
not feel it. Figure 17 shows the complicated arrangement of a Caterkiller. The Caterkiller can
only receive blows on its head and can only inflict blows with its three body segments. Hitting
the body does not damage the Caterkiller, and being hit by the head does not damage the
player-character.
So when the player, playing as Knuckles, comes across an enemy Penguinator in the IceCap
Zone of Sonic the Hedgehog 3 and Knuckles, they can jump in an attempt to avoid it, or jump or
glide in an attempt to hit it. The Penguinator knows to waddle back and forth within a specific
area and knows the location of Knuckles. If Knuckles gets within a certain distance of the
Penguinator, the Penguinator is triggered into a new behaviour. It will start tobogganing. The
Penguinator will still waddle forward, but its animation will speed up, as if it’s taking a run-up.
Its upright, walking sprite will be replaced with a horizontal, sliding sprite. It will move at a
faster, constant speed in whatever direction it’s already facing (which may be away from the
player). It will continue to move back and forth within its bounding box, but sliding fast
instead of walking slowly. At the edges of its bounding box, it will come to a complete stop. It
will stand up and turn around – changing its sliding sprite to its walking sprite, flipping its
walking sprite around, changing once again to a (reversed) sliding sprite, and sliding in the
other direction. The Penguinator continues doing this as long as it is visible on the screen, but
if the player leaves the area and returns it is reset to waddling. Because Knuckles moves so
fast in comparison and travels through areas quickly, this process is not often visible to the
player, who might catch the beginning of one sliding cycle at best.
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[Image removed due to copyright restrictions]
Fig. 18: A Penguinator attacks. (author screenshot)
The Penguinator hits Knuckles by touching him when he is not jumping or dashing. If the
Penguinator hits Knuckles, the Penguinator pushes Knuckles along with it for a few frames,
the game checks that Knuckles has more than zero gold rings, and Knuckles loses his whole
gold ring collection and flashes invisible for one second. He is temporarily invincible and
cannot be hit again for three seconds. The Penguinator, at the end of its sliding function,
performs its standing-up-and-turning-around function, then slides in the opposite direction. If
this is within Knuckles’ 3 seconds of invincibility, it will slide past Knuckles without either of
them sensing each other. Otherwise, the Penguinator will register the touch, the game will
check that Knuckles has zero gold rings, and the game will instigate the end of the game.
If Knuckles successfully hits the Penguinator, either by jumping on it or punching it, it
registers the hit and instigates its own death. Its sprite is replaced with a sprite of a broken
robot, and a randomised seal ‘Rocky’ or penguin ‘Pecky’ sprite pops out and slides quickly
along the platform and off the screen. This sprite recognises no obstacles, only gravity and the
level architecture. If Knuckles unsuccessfully hits the Penguinator, Knuckles receives damage,
as above.
The Penguinators are slow, silly characters. Their bug-eyed, gormless expression and
awkward walking style, indicates to the player that they are not a major threat. They take a
second to warm up before performing their tobogganing attack (a long time in a Sonic game),
and they often slide in the wrong direction anyway. The player can easily avoid them, because
the player character moves so fast and the Penguinators react so slowly. But their essential
qualities of having a defined area to patrol, having an idle function and an attacking function,
being able to kill and be killed, having a fundamental antipathy to the player, reacting to the
player’s presence and touch, and looking different after death, are fundamental enemy
qualities.
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Much AI research has focused on identifying and implementing specific behaviours that
researchers think will make characters more affective. Megerko et al. summarise this by
saying “there are inherent limits in the complexity of the behaviors required to create
compelling bots that are essentially computerized punching bags. Furthermore, these types of
games limit the human gaming experience to violent interactions with other humans and bots
… [to have any other kind of interaction] we really need complex AI characters” (877). A
general trend though, has been to let characters be affected by more things. More complicated
AI allows nonplayer characters to be affected by more things, more often. This in turn results
in more complicated behaviour. The trouble with allowing nonplayer characters to perceive
and react to so many variables is that it becomes hard to keep track of and debug
(Rasmussen).
HORIZON ZERO DAWN
A more recent example of AI is in the game Horizon Zero Dawn (HZD). The robot dinosaurs of
HZD interact with each other, form groups of mixed types, and flee from the player as well as
fight. In the narrative of the game they are all separate robot bodies controlled by a central
hivemind, but that’s sort of how they work as computer game elements as well. Thompson
(‘part 1’) explains that while the dinosaurs do function as individuals, invisible layers of AI
systems allow these individuals to function as collectives. There is, in essence, a visible
individual dinosaur, and above that an invisible ‘herd’ character who orders the individuals
around, and above that an invisible ‘collective’ character who orders the herds around. “A
group agent doesn’t physically exist in the game world, but it’s responsible for coordinating all
agents within it. Each individual agent has its own set of sensors that enables it to hear noises
close by or spot threats in proximity. But in addition, a group agent has a blackboard system
that stores in-game information a machine might want to use. This not only allows the game to
keep performance costs down by storing information each individual might try to calculate on
its own – like safe areas to stand in or active patrol routes – but more importantly, agents in a
group can share information between each other” Thompson explains. A single Grazer is only
the visible gestalt of a hierarchy of AI characters. This system is handed by a hierarchical task
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network planner AI, meaning that characters are given goals, have a range of actions they can
choose from to achieve those goals, but the programmers have weighted those actions so the
characters will tend to prefer some over others. Each character in this chain – the visible robot
dinosaur, the invisible herd character and the invisible collective character – are given tasks by
those above them, and use the collective information stored by them in order to perceive their
world and choose between actions.
Robot dinosaurs in HZD prefer to be in groups and like to have something to do. When an
individual dinosaur is without a herd (if, for example, the player has killed all of their friends),
it asks the collective to assign it to a new one. To assist their transition from one group to
another, “each machine has a passport!” Thompson enthuses, “Their passport stores facts
about that machine, such as its level and machine type and the collective uses this to
determine whether it will fit the requirements of another group, only moving [it] across if it
satisfies the groups needs”. When a robot dinosaur is accepted into a new group, it is given a
suitable job to do, depending on its species.
Despite their being part of groups, individual robot dinosaurs in HZD still do a lot for
themselves. Each type of robot dinosaur has a different way of sensing the world, from the
Watchers’ vision cone to the Longlegs proximity sensor, and these sensors have a greater or
lesser sensitivity to stimulus (Thompson ‘part 2’). Characters do not only gather information
for themselves but are given it by objects. Objects like the player-character, other human NPCs,
other machine NPCs, arrows, rocks and animals carry information packets that they give to
their characters (Thompson ‘part 2’). The packet tells the dinosaur information about the
object and its current state. If a robot dinosaur comes across a body, that body will tell the
dinosaur whether it is alive or dead, which will affect the dinosaur’s behaviour toward it. If a
robot dinosaur comes across the player-character hiding in long grass they will sense it, but
the information packet will tell the dinosaur that the player-character is currently invisible,
and so the dinosaur will act as if it hasn’t seen anything. Not all the information in information
packets is recognised by all robot dinosaurs, however. Thompson observes that “certain
information might be ignored by some characters whereas others react to it promptly. In fact,
depending on the strength of a sensor in a given machine, it can actually reduce the data from
the sensory event that they can read” (Thomson ‘part 2’). Unlike the Penguinators, who take
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information from the world around them, the dinosaurs of HZD are also given information.
Their senses are thus de-individualised, their bodies diffused.
When it comes to fighting, all these processes add up to something pretty simple. If the player
attacks one robot dinosaur in a group, the herd character does not update that information
instantly, so the it takes a while for other robot dinosaurs to be informed. Once a robot
dinosaur is aware of the player, either by sensing them directly or being informed by the herd,
the attacking sorts of dinosaurs attack, and the herbivorous sorts of dinosaurs tend to run
away (unless they’re cornered or there aren’t enough aggressive dinosaurs around). The herd
also makes sure that robot dinosaurs take turns attacking and don’t rush the player-character
all at once, which makes for a more exciting battle for the player. Smooth animation presents a
challenge, since robot dinosaurs have momentum. Thompson explains “Many of the
animations used for attacks have two distinct sequences: there's the wind-up, which
telegraphs the attack, followed by the big finish where the damage is dealt. … the system
controls the current locomotion of the machine, blends movement or attack animations to suit
at specific points and then ensure that the machine lands or stops in the right at the finish”
(Thompson ‘part 2’). The system Thompson mentions is another level of AI – a special kind of
programming that makes transitions between animations seem natural and look smooth. The
individual robot dinosaur senses or is told of the existence of the player, they are enraged by
this as all enemies are, they decide an appropriate course of action, and a special animation
system makes their body look good while they’re doing it.
The damage system of HZD means that enemies can be affected to a greater degree than
enemies in similar games. Robot dinosaurs are comprised of components that the player can
destroy one by one. The player can attack one dinosaur, blow off its gun turrets, and then leave
it crippled, if they like. The components the player is able to destroy are always a kind of
weapon, armour, or storage, so damaging these bits never results in the dinosaur limping or
losing any quality of life. However, the order in which the player takes out components
changes the course of a fight as enemies lose attacking abilities.
Nonplayer characters in Horizon Zero Dawn do not fight each other, but in some open-world
games, like Skyrim or Ark: Survival Evolved, animals will attack other animals both with and
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without intervention by the player. They are enemies to each other, as well as the player. This
is exciting to stumble across, and gives a sense of the enemies having lives and concerns
independent of the player. But it also confirms their essential nature as angry, antagonistic
beings who can only solve their problems through violence.
This is taken to the extreme in the fighting game M.U.G.E.N. (this acronym does not stand for
anything). M.U.G.E.N is a game engine for which players can create their own characters.
Players can then battle against characters created by other people. Players are responsible for
drawing, animating, and programming moves for their avatars. These avatars are often based
on other game characters, cartoon characters, actors, or pop cultural icons like Ronald
McDonald. The joy of M.U.G.E.N lies in seeing two figures from different media interact, and the
challenge lies in programming a character that can successfully win battles. In ‘Watch Mode’,
both avatars are controlled by the computer – they become nonplayer characters. The ‘player’
has no input and just loads up two characters and watches them have at it. Because the
computer does not have to keep pace with a human, these battles are often lightning-fast.
Inevitably, M.U.G.E.N became an arms race of sneaky programming (Cybershell). Players began
making characters that could not be hit, that attacked instantly with massive weapons, that
could overwrite files on the other player’s computer, or could install malware. Battles with
these overpowered characters would sometimes just last a frame, or show a screen instantly
full of glitchy explosions and lasers. Because both characters are NPCs, controlled by AI
programming, the battles of M.U.G.E.N are between the computer and itself. The battles of
M.U.G.E.N are an example of NPCs engaging in their own affect loop without direct human
involvement. Nash notes that “Such a process [of a computer affecting itself] requires a
conscious acknowledgement of the difference between data-as-data and data-as-display” (14)
and although ultimately “the semi-autonomous behaviour of the agents can never be said to
be completely independent of the user … it is always the user that is playing the work (even if
not totally in control of the work)” (20), such a system can be said to produce “autonomically
aleatoric” (20) affect in players and characters; affect that is not deliberately designed but
something more haphazard and wild, that foregrounds the gameness of games and the
characterisation of characters.
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HUMAN ACTION
It’s not too controversial to say that there are lots of kinds of computer games and players can
do all sorts of stuff in them. The mechanisms of how players fight and damage enemies are
varied. But there are commonalities: players and nonplayer characters are in opposition,
players and nonplayer characters cause each other pain (in a Spinozan sense), players and
nonplayer characters have different fighting actions, and the fights they engage in have a
beginning, middle and end.
In the open-world RPG The Elder Scrolls V: Skyrim, the player can use a number of fighting
tactics, depending on their location, their level, and their mood. Before all of that, they have to
perceive or be perceived. If a player detects an enemy before they themselves are detected,
they have a number of options. They can attack the enemy from a distance using long-range
weapons, keeping their own character out of harm’s way. They can sneak up close to the
enemy and deal damage before the enemy knows what’s happening. They can walk straight up
the enemy and punch them right in the nose. They can run in the other direction and avoid the
enemy entirely. The circumstances of perception involves a judgement on how the enemy
should be acted upon.
In Skyrim, the player has three kinds of weapons at their disposal: physical weapons like
swords and bows, magical abilities like fireballs and frost runes, and yelling, a sort of magical
projectile. These weapons are further divisible into categories like short-range and long-range,
slightly damaging and massively damaging, or cool and boring. But what the player will do
with any sort of weapon is hit the enemy’s body. In Skyrim, the player cannot ruin an enemy’s
reputation, steal their pants, or ask them if they’ve finished their thesis yet in order to crush
them mercilessly. They must touch their body. This refers back to the earliest games, where
the narrative premises were sporting (Pong, Soccer) or military (Space Invaders, Spacewar!,
Computer Space) contests of the body involving feats of physical strength and eventual
overpowering of one over the other.
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The reception of blows may be presented to the player in a number of ways. In the Sonic
series, a single blow occasions death, but in other games enemies usually hang on a bit longer.
Because it is important to the player that they hit the enemy, acknowledgement of the blow is
welcome. These acknowledgements can come in the form of sounds, particle effects,
animations of the player-character or enemy, a reduction or increase in an enemy’s health-
related status bar or number, pop up text, counter-attacks, haptic feedback in a game
controller, blood splatter on the camera, or all of the above. In Street Fighter II, hitting an
enemy produces a punching sound, a recoil or prostrating or blocking animation of the enemy
character, a flashing animation around the area that was hit, and a reduction of their health
bar. If the player character has hit the enemy with a projectile, that projectile bounces off or
dissipates.
Similarly, winning or losing must be definitive in order to produce unambivalent affect.
Performance has a double meaning in games, and this double meaning holds the key to the
player’s place. A player performs in two ways. They act in a role like an actor plays in a play (in
her thesis Greer has noted the strong similarities between computer games and theatre). They
follow a script for their character (whether directed to or not (Dominguez et al.).) But players
also perform like a car performs, according to a certain expected standard of physical
functioning. This second meaning connects to mastery, though in a slightly difference sense to
how Plumwood uses it. The orientation of both performance and mastery matters. An actor’s
performance is created with an audience in mind (Greer ‘thesis’ 5), it is projected outward. A
car’s performance is something that can be measured, it is an internal quality of the car itself.
A person can be a master of slaves, their power directed towards others. Or they can master a
skill, without anyone else around. The definitions aren’t exclusive: an expert driver can make
an ordinary car perform well, an expert in a skill can leverage their expertise to boss others
about. Players of games must perform to a certain standard (to be able to make a jump or get
through a boss fight), temporarily inhabit a character role, and entertain someone (if only
themselves). They must overpower other characters, but must also become proficient in
certain actions.
RAIN WORLD
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While most games with enemies involve some combat, others exist where running away and
hiding is the whole point. One such game is Rain World, a 2D third-person platforming
adventure about the post-apocalyptic adventures of a small white cat. Outside the god-like
terraforming / terrarium genre, few games attempt to create an ecology out of their
characters, in which all creatures have interdependent relationships. Although the creatures of
Rain World are sparse, they are each adapted to their environment and have a role to play in
the world and towards each other. And although their character designs and unique animation
style contribute to their believability, a large part of their verisimilitude comes from their
relationships towards each other. In Rain World, the player plays a character rather low down
on the food chain. The cat, although it can catch small creatures like bats and slugs, is itself
prey to lizards, vultures, scissor birds, giant centipedes, earwigs, spiders, leeches and
carnivorous plants. And these predators also fight and prey on each other – the player-
character is not at the permanent centre of their desires but rather a convenient snack in the
moment.
In the beginning of the game, the player can only hope to avoid or outrun their many enemies,
and does not know how to fight. The enemies are insatiable, quick, and often unforeseeable,
and the player-character gets killed in hundreds of gruesome ways. But both the player and
the enemies learn new techniques over time, and learn each other’s tricks. Based on their
actions in the game, the player earns a reputation among their enemies, who will confidently
attack, fearfully avoid, or nonchalantly ignore the player-character as a result. These last two
happen so gradually that the player has time to appreciate the slow turning of the tables. The
enemies of Rain World are ambiguous as they do not have any personal animosity for the slug-
cat, and are attacked by other predators as often as they attack the player-character. The
predators of Rain World are a frightening bunch, not least for the reason that they are in the
right.
The organising principle of Rain World is its rain. It operates as night-time does in other
games, being a dangerous and regular occurrence from which the player must seek shelter.
Every five minutes or so, bone-crushing rain thunders down, killing everything that isn’t
hidden in a bunker or pipe. The player must hide from the rain in special rooms, and
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constantly keep an eye on the weather while they’re out. The player must also keep a watch
for enemies. The most effective way to survive enemies in Rain World is to run away from
them – the player can eventually learn to spear them but this takes hours of practice, and
some enemies are unkillable. Fleeing and avoiding enemies is a much safer proposition.
Rain World was inspired by the lead designer’s observation of rats in a railway tunnel
(Jakobsson and Therrien). Regular trains means rats have only a limited time to search for
food and socialise before needing to find shelter again. Luck is a key element. Enemies are just
as capable as player-characters at moving around the environment (and often better), and are
just as sneaky and daring. The player is often surprised by enemies popping up out of
nowhere and snatching them. While some have called this gameplay unfair or unbalanced (see
the comments in Jakobsson and Therrien above), the result of the enemies’ unpredictability
and skill is that the player becomes aware of their otherness from the enemy’s perspective. As
Plumwood put it while recounting her experience of being eaten by a crocodile: “A subjectively
centred framework capable of sustaining action and purpose must I think view the world
‘from the inside’, structured so as to sustain the concept of an invincible, or at least a
continuing self; we remake the world in that way as actionable, investing it with meaning,
reconceiving it as sane, survivable, amenable to hope and resolution. The lack of fit between
this subject-centred version in which one's own death is unimaginable, and an ‘out-side’
version of the world comes into play in extreme moments. … when my consciousness had to
know the bitter certainty of its end I glimpsed the world for the first time ‘from the outside’, as
no longer my world, as raw necessity, an unrecognisably bleak order which would go on
without me, indifferent to my will and struggle, to my life as to my death” (1995 30).
The killing of the player-character of Rain World is not unlike something from a nature
documentary – the cat is caught, shaken like a rat held by a terrier, and carried off. It is not a
sentimental death, nor a particularly momentous one. But for a few minutes after the player-
character has been killed, the camera follows the killer. The player can watch as the lizard or
bird or insect or plant drags their cute cat through tunnels, fights off other hungry creatures,
accidentally drops the cat, picks it up again, and otherwise treats the player-character like a
piece of meat. (This can actually be quite useful for discovering new areas or learning more
about the predator behaviour). The totality of the player-character’s objectification by the
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other characters of the game is sobering, and reinforces the player-character’s place in the
world as one-amongst-many, a cog in the uncaring machine, a small part of a larger whole. The
lack of ceremony around the cat’s death is affecting not only because it interrupts the
gameplay, but because it shows how little regard others have for the plucky little hero, despite
it’s charming looks and courageous deeds, and highlights how little control the player-
character, and by extension the player, actually has in the world, by virtue of its ecological
niche and how it is perceived by others.
DYING
ENEMY DEATH
Enemies literally fight to the death, as their instantiated form is deleted when the player deals
the final blow. Like Star Trek personnel in a transporter, their body is destroyed and an exact
duplicate is made when it’s time for them to exist again. This operation is usually handled by
the enemy character’s code – upon a certain event happening (the player contacts the enemy;
the enemy’s health hits zero; a time has elapsed), the enemy destroys itself. As one
programmer proclaims in the Unity game engine forums, “Let the enemy decide if it's dead or
not” (juicyz).
Damage systems can be simple, where a single touch instantly occasions death, or a more
complicated one of blow velocity, weapon level, accrued hit points, health potion, and multiple
player lives. In Sonic games, Sonic is so powerful that one prick from his blue quills flattens
robots. In Horizon Zero Dawn, damage is a more complicated affair, but the player can monitor
the process of decay by counting the body parts they blow up.
When an enemy character dies in a modern game, they are more often than not deleted from
the scene entirely, and replaced with a new model of their own dead body. This happens so
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quickly that the player cannot see one body disappear and another reappear, but a smooth
transition between the two can be difficult to animate, so sometimes there are explosions,
bloody spurting, or some other dramatics to hide the changeover. The player sees the enemy
as changing from one state to another, rather than being replaced. Replacing the dead enemy
with a replica of its own corpse means the game program has to work less hard: the enemy
corpse can be a simpler model to render and it doesn’t need to have any of its complicated
behaviour scripts. A dead character can also behave differently than an alive character, like
breaking into parts, being filled with valuable loot, or being a floppy physics ragdoll. Rather
than making an enemy that looks and behaves differently in different circumstances, it is much
easier just to make two different versions. The Unity game engine manual describes how a
game designer should program “a vehicle, building or character, for example a robot, breaking
apart into many pieces. In this scenario, the example script deletes and replaces the complete,
operational robot Prefab with a wrecked robot Prefab. This wrecked Prefab consists of
separate broken parts of the robot, each set up with Rigidbodies and Particle Systems of their
own” (Unity Technologies). Continuity endures in the mind of the player, but to the game (and
the NPC), the alive character and the dead character are completely separate things.
In older games, like Final Fantasy VI, dying enemies fade from view for the same reasons. In a
fantasy game this can easily be justified in the narrative, as supernatural creatures would
naturally dissolve into into ether, and a high-powered magic attack would vaporise enemies
into dust, etc. But a disappearing enemy body also signifies that the enemy character is
insignificant to the player once the fight is over, that it’s only a character through its actions.
Once an enemy cannot act, it may as well vanish.
Death comes to all NPCs, either directly at the hands of the player, when the camera is no
longer looking at them, or when the game is exited. They don’t seem to mind. Their
mindlessness is justification for their domination, but it also puts them in interesting contrast
to Spinoza’s conception of human desire. Death can only come about from an external cause,
Spinoza asserts (136), and things don’t want to die (137). Taking Armstrong’s interpretation
of ‘external’ in the sense of foreign or antithetical rather than physically outside, this accords
with Spinoza’s further claim that everything endeavours to persist in its own being (137). This
starts in a kind of Newtonian laws-of-motion discussion of inertness, but soon turns into a
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principle of human psychology specifically. As Manning points out, Spinoza’s writing on
indivisible universal substance and his writing on essences is difficult to reconcile (7), so a
Spinozan position on nonplayer character death is hard to articulate. The endeavour to persist
is the basis for all desire (200), desire is the basis for pleasure and pain (202), and is also the
essence of the individual (173), and the rational pursuit of pleasure and negation of pain is the
basis of virtue (204), so the continuation of existence is inextricably tied to individuality (as
Spinoza says, to want anything at all you first have to want to exist in the first place (203)).
This leaves nonplayer characters, and their deaths, in a tricky position. They have no
conscious striving, as humans do, so the continuation of their existence is down to Spinoza’s
first identified motivation, inertia. They keep existing until something makes them stop. They
are more akin to a stone than a human, and what Spinoza says about stones is that they, like all
of us, “are all determined by external causes to exist and operate in a given determinate
manner” (390). This seems to be a good analogy to nonplayer characters so far. Spinoza goes
on to say that a stone, if it suddenly developed consciousness but no power to act, “would
believe itself to be completely free, and would think that it continued in motion solely because
of its own wish” (390). A conscious stone would feel like it was acting freely, even if it was
compelled. Imagining a stone as a kind of small human, though, fails to recognise its otherness,
as Plumwood would say. To understand nonplayer characters’ mindless relation to death
requires another perspective.
Continuing the analogy of nonplayer characters as a type of rock, Plumwood’s essay Journey to
the Heart of Stone investigates the materialism of stones as a site of re-enchantment. Much like
nonplayer characters, rocks have no feelings and destroying them can’t really be thought of as
killing them. For Plumwood, the analogy can only go so far though. Unlike rocks, nonplayer
characters are designed objects, so acknowledging them as others is a different project than
the liberation of rocks from western rationality. Neither nonplayer characters and rocks are
human, (or, in other words, both are non-human), but because they are designed, nonplayer
characters are caught up in different webs of meaning, and cannot be identified with the
“more-than-human world” (19) of nature. Plumwood writes “Stones are at the bottom of the
pile in moral consideration according to most versions of environmental ethics, not even
registering zero on the scale of ethical attention – unless they are lucky enough to get into the
category of cultural objects by being inscribed by humans or somehow attracting their
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cultural attention, when they might be held to have ‘aesthetic value’ or ‘heritage value’” (21).
Nonplayer characters have achieved this level of consideration by virtue of their being human-
made.
In a Plumwoodian sense, because enemies have a kind of death, they have a kind of life to
them. Nonplayer characters are beings of dependencies. It takes a lot of work for them to
begin existing, and they need a lot of things around them to work in order to keep existing.
They aren’t continuous, they are changeable, and they are interconnected. Western rationality,
Plumwood argues, sees death as a defeat and a severing of continuity (Plumwood 1993 99).
The otherworldly soul and its place in an eternal perfect realm is the purported solution to
this problem. In contrast to western thought about death (which she argues that Plato’s
writing in particular exemplifies), Plumwood sees death as a kind of recycling (Plumwood
2007 32) of materials from one form into another, what Nash would call modulation. In this
sense nonplayer characters are bad Platonic subjects and good Plumwoodian subjects. Their
purpose and meaning is in their action, and their existence from beginning to end is a
coherence of multiple forces. Although they do not have bodies, they are changeable things,
and so are more like rocks than spirits.
PLAYER-CHARACTER DEATH
The death of the player-character has a significant effect on the enemy nonplayer character, as
this event usually resets the game or the game level. A game enemy’s successful attack is also
its suicide. It does not feel joy in victory, though the event of the player-character’s death can
be affecting and can instigate new behaviours (a sort of Spinozan pleasure). A nonplayer
character that has killed the player character might gloat, loot the corpse, or return to an idle
animation, before the game or level resets. In other cases, the enemy might remain oblivious,
attacking the player-character’s corpse or the empty air. The player-character itself might
perform an animation, as Meretzky describes in Crash Bandicoot: “Many of [Crash
Bandicoot’s] death-moves were extremely well done and cute, such as his death by fire, where
he becomes a pair of eyes in an outline of charred bandicoot, which almost immediately
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collapses into a small pile of ash where the two eyes fall onto the pile of ash, blinking in
surprise. It's an animation worthy of Wile E. Coyote.” (Meretzky 2001)
Permadeath is a game mechanic whereby a game ends if the player-character dies. If the
player ever feels like playing that game again, they have to start over from the beginning.
Roguelikes and roguelites, games where the player explores randomised dungeons, tend to
use this, and as a consequence enemies in those games tend to be simple, so the player does
not have to waste a lot of time learning about them. In Downwell, the player-character falls
down a well, trying to avoid increasingly abundant enemies. If the player-character touches an
enemy they die, and are returned to the top of the well. The challenge of Downwell is in dealing
with enemies quickly, either by navigating past them or killing them. Death cannot be blamed
on the enemies, as they’re basically just animated obstacles, but rather the player must blame
themselves for not performing well enough. The enemy characters are so basic that the player
cannot say they were outclassed, only that they themselves slipped up.
In other games though, death is not the end. Being able to die and come back to life means that
players can learn about enemies through trial and error. In Hollow Knight, the death of the
player-character results in a new nonplayer character – the player-character’s own angry
ghost. This ghost floats around in the place where the player-character died, and holds all the
money the player had collected up until their character’s death. The player must fight their
ghost and win in order to get their money back. The player doesn’t become their own worst
enemy exactly – the ghost puts up a fight but isn’t that powerful – but the enemy only exists
because the player-character died. If the player has a perfect run-through of the game, they
never encounter this enemy.
This feeling of completion is subverted in Hades, a game about the Sisyphean task of trying to
escape the underworld of Greek mythology. When the player-character dies in Hades, they
always return back to the beginning of the game, and must fight their way back up through the
levels of hell every time. Every time they do so, though, the characters they encounter
acknowledge the player’s repeated failures and remark (sometimes snidely) on their progress.
Progress can only be made, in fact, by dying and meeting characters again and again. The first
boss the player encounters is one of the three Furies: either Megaera, Alecto or Tisiphone.
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After the player dies a few times, they fight one of the other Furies, then two Furies together.
The dialogue the player is presented with, the moves the Furies make, and the difficulty of the
battle, is dependent on how the player has performed in their previous lives. Rather than
starting over from a clean slate, the bosses remember their previous battle, and this affects
each subsequent fight. All games involving player-character death are repetitive tragedies, but
Hades makes it overtly part of the interpersonal dynamic.
Dynamic difficulty adjustment also comes up in more contexts than racing games. Most games
in which the player-character can advance in levels or ability uses some difficulty adjustment
to increase enemies’ and friends’ abilities at the same pace, though “some forms of dynamic
difficulty adjustment are less about controlling the overall difficulty of the game, and more
about making sure that the player does not experience long strings of luck (good or bad) from
the game’s random number generators” (Compton). In this case, how players and NPCs can
affect each other depends on how they have affected each other so far. In one game, Compton
observes, “If the player has lost teammates, or has missed several times in a row, their odds of
hitting [an enemy] will go up”. In this way, the abilities of NPCs are always tied to the abilities
of the player-character.
FEELING
NONHUMAN FEELINGS
The enemy’s body, a coalescence of code, player and visual presentation, locates its sense
apparatus in its code, and senses other code. It does not sense its environment in the same
way that a player senses their environment, but it is programmed to emulate a representation.
The player might have the impression that the enemy reacts to the sound of their player-
character’s footfall, but the enemy either receives or seeks out at superhuman speeds the code
that precipitates the sound. Some animals, like the platypus, also sense the electrical signals of
other beings. They rely not so much on sight and sound when hunting, but the detection of
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signals that are imperceptible to humans. The platypus, as Eco points out, is an
incomprehensible thing to someone who has never seen anything like it, and so is its way of
viewing the world to someone who has never experienced anything like it. Like nonplayer
characters, platypuses are often described as chimeras and unsophisticated. But this has more
to do with the boxes humans want to fit them into than the creatures themselves. Trying to
understand the platypus or the nonplayer character can quickly turn into a discussion of
language and categories and the limits of human systems of logic. Platypuses are elusive and
slippery even when they’re hypothetical. Eco’s use of the platypus is a springboard to talk
about Kant’s ideas of perception and identification; their exceptional otherness makes them a
convenient example. To consistently de-centre the human and centre otherness is a difficult
task. Nonplayer characters’ exceptional, designed otherness makes them good case studies,
because they are both human-made and nonhuman.
Game enemies do not avoid the player, struggle to escape them, or scream when they see
them; that is, they do not enact fear. They instead only act as if they were angered, curious, or
compelled. They are drawn towards the player rather than away from them; they are engaged
rather than avoidant. Even when injured, an enemy generally keeps attacking, or recoups for
only a minute, rather than admit defeat. But even if enemy characters do not perfectly enact a
full range of familiar human emotions, that does not mean that they do not have feelings of a
strange, digital sort, if we take emotions to be awareness of affect (Spinoza 130).
Enemies are affected by humans not only in ways that involve modifications of their body, but
in a way that involves the modification of the information that they use to act, or, their
knowledge of the world. They are affected first by the player starting up the game, or the
player character’s nearby presence spawning them into the game world. What was dormant
becomes an active subroutine, a small computer program that can measure, store, and modify
variables. It can sense the world and itself by asking for information from the game world, and
it is fed information from other subroutines. It is then constantly aware of the player’s
presence, and behaves accordingly, whether lying in wait for the player to come across it, or by
moving towards the player. Once within a certain distance from the player, it attacks, changing
its animation and registering the amount of damage it and maybe the player has received. It
might sense and record the blows the player has dealt it. Occasionally these numbers trigger
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animations or behaviours representative of injury, but usually the enemy fights perfectly
furiously until destruction.
The enemy character, insofar as it perceives anything, perceives it through changes in its code,
recalling Spinoza’s assertion that nothing external can be perceived except through
modifications of the body (105). These perceptions trigger the enemy to act in different ways.
A boss in Final Fantasy VI does not know the player exists until the player actually touches its
hit box, and sits quietly waiting to be activated. A player can dance all around the boss, but
until the boss is touched it is ignorant, unaffected and inactive. Since the boss cannot perceive
the world except through its sense of touch, it cannot be affected by the player any other way.
Once the boss registers the player’s existence, however, it springs into action.
[Image removed due to copyright restrictions]
Fig. 19: The player near Final Fantasy V’s WingRaptor, who cannot yet perceive the player.
(author screenshot)
[Image removed due to copyright restrictions]
Fig. 20: Once the player-character touches the WingRaptor, a dialogue box pops up, and the
player is whisked into the battle screen. (author screenshot)
[Image removed due to copyright restrictions]
Fig. 21: The battle screen for the player’s fight with WingRaptor. (author screenshot)
Spinoza’s work on emotions, written to describe affect in humans, break down somewhat
when applied to the inner lives of computer game characters. An enemy does not endeavour to
persist in its own being (Spinoza 136). Enemies can become stronger or weaker, but this does
not result in pleasure or pain as humans know it. Even though enemies register changes to
their state, and this information can change their subsequent behaviour, emotions are not
something that can be ascribed to them. If “emotional response is subsequently seen as a
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retroactive narration of affective response”, as Nash puts it (19), nonplayer characters do not
have the ability to tell that story to themselves. But certain affections do result in the enemy
being more or less active. So instead of finding analogies for human emotions in computer
code, it makes sense to say that recording, rather than emotion, is an enemy’s awareness of
affect. Nash’s concept of modulation applies here, as it describes the process by which digital
data moves and changes:
Modulation is used here to mean the process of changing some phenomenon from one
register into another, for the purpose of storage, transmission and display. The term
also resonates with Deleuze’s (1992: 3) sense of modulation as ‘like a self-deforming
cast that will continuously change from one moment to the other, or like a sieve whose
mesh will transmute from point to point,’ as well as the musical sense of changing key,
the electronic sense of changing a signal with another signal or the social sense of
changing one’s tone of speech according to listener or circumstances. All these share
the characteristics of both intentionality and change [emphasis in original] (2).
So affect, instead of resulting in enemies having feelings, results in an intentional change, or
modulation.
Spinoza takes care to inform his readers that his propositions only apply to humans
(particularly, rational adult men) (171), but seeing the ways in which his definition of
emotions break down when applied to computer game characters helps to illuminate certain
aspects of their inner worlds. Computer game characters are beings who are designed to
mimic human emotions (and the emotions of elves, aliens, fluffy cats etc), but do not internally
operate like humans. In Spinoza's terminology, their body does not have an idea of a mind. It
seems absurd to talk about computer game characters feeling real emotions when they can’t
even fake them very well. But characters are modulated by the player and by their
environment into new forms. Their ability to act can move up or down on a scale. They can be
depressed – that is, have a decreased power to act (or more accurately, their ability to act is
suppressed). They can be elated, or have an increased power to act. They can be uplifted or
reduced in standing. In this sense, game enemies can be said to feel.
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LIM
The world of LIM is a world in which difference is punished. The protagonist of LIM is a little
square (not in the uncool way, but the four-sided way), which the player must navigate
through a simple labyrinth. The game’s enemies are squares in both senses. They are
monocoloured while the player-character square is constantly flickering many different
colours. They attack the player-character if the player-character is a different colour to them.
The player can stop flickering colours and blend in with the enemies for a time, but this comes
at a cost to speed and navigability – the player-character moves slower and the 3rd-person
camera zooms in to focus intensely on their body. The player must choose between curtailing
their own movement or having others do it for them. Though this simulated interaction of
squares and nonconformists, a story is told in mechanics.
[Image removed due to copyright restrictions]
Fig. 22: An arrangement of squares spelling “LIM” (author screenshot)
To even identify which of the squares is them, the player must break up the game’s title
(Figure 22). To become an individual in this game and know who you even are, the player
must remove themselves from others. LIM does not present this creation event as
unproblematic. By becoming an individual, the player undoes a meaningful structure and the
rest of the game is concerned with fitting in again.
[Image removed due to copyright restrictions]
Fig. 23: The player-character square (brown) moves into view of an enemy square (blue), and is
attacked. (author screenshot)
LIM is in top-down 3rd-person perspective, as if the player-character were under a
microscope. Enemies do not kill the player-character but knock them around, making the
game disorientating. If the player blends in, the camera closes in on the player-character until
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it almost fills the screen, and the player hears banging and sees their character quivering, even
though enemy characters are not attacking it.
[Image removed due to copyright restrictions]
Fig. 24: The player-character fixes itself blue, and the camera zooms in on it. (author screenshot)
The player thus has two choices: to be different and expect harassment, or to blend in and
inhabit a claustrophobic, paranoid state. They cannot win, only endure. Even blending in with
the enemies fails to result in camaraderie, only indifference. The player’s choice is to be
attacked or ignored, and they enact this choice through self-surveillance. LIM keeps the
enemies’ perception of the player-character at the forefront of the player’s thoughts. Even
though the player has the power to change themselves, this power is used in reaction to
others, with the desires of the enemy in mind. Even the labyrinth walls are made of squares
the same size as the characters, resulting in uncertainty of whether they are architectural
elements or silent observers. This blurring of the non-player-character, or NPC, role, and that
of environmental objects is significant as it calls into question whether boundaries are really
mechanical or social in nature. The limits of playable space may be walls, or they may be other
people.
Anticipating and managing the feelings of enemies is central to LIM’s gameplay. In trying to fit
in with the enemies, players experience a kind of power that Foucault describes as “power …
which categorises the individual, marks him by his own individuality, attaches him to his own
identity, imposes a law of truth on him which he must recognise and which others have to
recognise in him. It is a form of power which makes individuals subjects” (781). LIM lets
players experience the imposition of subjectivity, and encounter the difficulty of trying to
refuse it. Desubjectification, or the project of refusing who we are (Foucault 785), involves
navigating Foucauldian and Spinozan conceptions of power. Players can disempower enemies
in the Spinozan sense that they can stop them attacking, but they cannot escape power
relations in the Foucauldian sense, because power shapes the whole game experience.
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Whether players of LIM feel like they are gracefully adapting to an oblivious population or
fearfully submitting to a hostile crowd, the perception of the enemies is key to their activity.
Players must work to keep enemies placid, but in doing so they elevate enemies’ feelings
above their own. The centrality of enemy feelings puts players in a subordinate position,
where everything they do is in relation to them. The point of the game is to not affect the
enemies, and in doing so they become the centre of the player’s world.
HUMAN FEELINGS
When research is done on computer games and feelings, it is usually done on whether combat
in computer games makes people more aggressive and prone to violence in everyday life
(Anderson; Anderson and Bushman; Dill and Dill; Ferguson; Gentile et al.; Sherry). Suffice to
say, results are mixed, but overall, they probably don’t for most people (Ferguson). This topic
has been covered thoroughly in other theses and papers, so this section will focus on other
feelings nonplayer characters might evoke in human players.
Although enemies are ultimately designed to be defeated by the player, the enemy still has a
good go. They act without hesitation, a programmed certainty in their movements. In being an
obstacle to the player's goals, they are often violent, persistent, and ferocious. They demand to
be attended to in precedence to the player's larger aims. They not only attack the player but
catch their eye and hold their attention. In games where players have goals to achieve, quests
to complete, things to do and places to go, enemies are a distraction, an encumbrance. But
fighting and overcoming these obstacles is often more enjoyable to the player than achieving
the end goal itself. Indeed, the bulk of a player’s time playing a game might be taken up with
conflict. Enemies seem to desire. The more single-minded they are, the more compelling
players find them (Signoretti et al). The player is the centre of the enemy’s world, and they
want to be the centre of the player’s world. And so the main action that enemies take towards
humans is attention-seeking, and genre and narrative merely inform the methods the enemies
will use (see Bright’s catalogue of all actions enemy characters can take in ‘retro’ games).
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Despite advances in enemies’ more complex and smooth movement (Boulic et al), ability to
grow and adapt to player action (MartíAnez-Arellano et al), more human-like behaviour (Yuka
et al), a larger quantity of animations, and greater perception of events and surroundings
(Arrabales et al; Signoretti et al), interaction with enemies remains relatively simple. The
player must touch, sometimes with a tool, sometimes in a specific place, sometimes with a
certain frequency, the enemy’s body. And the player too, finds that the enemy desperately
wants to touch their character’s body. If this is starting to feel a bit sexy, you’re not wrong.
Enemies and players are passionately compelled to act upon each other to reach a dramatic
climax. (As Anderlini-D'Onofrio has noted, the dramatic structure of climax itself is informed
by Aristotle’s ideology of hierarchy (31)). The point of an enemy encounter is the creation and
relief of frustration. Enemies pop into existence temporarily for the thrill of making them
nonexistent again. Fights with enemies follow a familiar structure of initiation, rising action,
and climax (and falling action and catastrophe if the player loses).
Predictability is important for a fight to be satisfying. As this review for River City Girls
complains, “Even enemies of the same exact type do not stay down a consistent amount of
time. Also, when you're trying to stomp, it may or may not actually do damage. Sometimes
you'll stomp and just nothing happens at all” (Dredd). What some players may feel when they
encounter nonplayer characters in games is disappointment. Game designers have various
desired emotional states they would like the player to experience (Schell 9), certain intentions
for the player’s mood. Good game design is the design of an enjoyable emotional rollercoaster.
As game reviews remind us, a game’s quality (and the progress of the games industry as a
whole) can be measured by how much they make players (deliberately) cry (GamesRadar
Staff; Giuliani and Baabuska; PCGamer). Anable observes that “The ability to evoke strong
empathetic responses, like crying, continues to be posited as the litmus test for taking video
games seriously.” (viii). What game designers want players to feel when encountering enemies
is not boredom, not sadness, not exasperation, but cool feelings like fear, anger, anxiety, or
umbrage. But as Isbister notes, these are more often feelings that result from circumstances
rather than the character themselves: “because there is no personal investment on the part of
the player in individual enemies and relationships with them, emotional moments arise from
brief encounters around combat situations—the first sighting of a new class of enemy, a
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surprise ambush, the moment of success in killing an enemy, or the sting of being defeated”
(242).
Fogel et al. summarise the frustrations of designing ultimately disappointing game characters
when they state:
“The failure of AI methods to really create novel high-quality behaviours is legendary in
the entertainment software business. Programmers cannot conceive of everything that
might happen in a game, and when unanticipated situations arise, programmed
characters often act in ways that no human opponent would consider rational. The
main way that software developers have achieved any measure of success in
overcoming this is by iterative play testing, finding these weaknesses, and writing more
rules to cover them. Ultimately, this patchwork method fails, and games are released
even though the developer knows that the game characters will act contrived and will
not maintain the player's interest for very long” (1420).
But affect that designers do not intend can also be interesting experiences. Johnson enthuses
that “the range of experiences that can be described as emotionally or affectively frustrating
while operating game media are … quite diverse” (594), while Anable argues that games are “a
medium that seems to traffic more interestingly in the minor affects” (viii). That games are
sometimes more maddening than saddening, or annoyful than joyful, is an interesting
phenomenon. Spinoza reminds us that what affects one person one way will affect another
person another way, and the same thing will affect the same person differently at different
times (163; 208). When a player feels frustrated at The Last Guardian’s idiosyncratic camera
system, they might go about the rest of their day irritable and tense, or they might reflect on
how the wonky controls enhance the game’s themes of precarity. When a player finds
themselves repetitively picking and bottling peaches for hours in Stardew Valley, they might
find it a soothing meditation that relaxes them after work or they might find it an unpleasant
obligation that weighs on their mind. How games affect players at their most dull and ordinary
moments is just as important as how they affect players in their most intense and rare
moments.
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More unpredictable opponents also makes for a more ambivalent gaming experience. As
MartíAnez-Arellano coyly put it, “human players tend to dislike very weak AI [enemy]
characters. However, when they are presented with characters that are roughly equivalent in
strength, their perception varies” (434). Enemies are not made to be liked but to present the
player with difficulties; while these difficulties have traditionally been those of timing and
dexterity, emotionally difficult characters can provide their own challenges. As players’
diverse reactions to Rain World and River City Girls shows, enemies that deviate from
expectation can make or break a gaming experience. If an enemy is unpredictable, boring, or
too hard, a player can come away from a game angry, upset at the game, or upset at
themselves. Fighting in a game is often an action-packed situation in which the player is
expected to move quickly and precisely. Failure to do this results in the player blaming the
game for not being fair, or blaming the self for not being good enough. In the case that the
player blames the game, according to Spinoza’s definition of the emotions (140) they are
expressing indignation at being failed by the game developers. In the case that the player
blames themselves, they are feeling shame.
Success in defeating a difficult enemy results in pride. However, if the player perceives that
they have succeeded not due to their own efforts, but to a rigged game design, they will once
again feel cheated. Managing the emotions of a player encountering an enemy, then, is a
difficult balance between making the challenge manageable, but making the player feel like
they managed it all on their own. In this dilemma, a player’s sense of progress is important. If
the player knows that they have just defeated an enemy that would have thoroughly trounced
them a mere 10 hours ago, they can feel that their success is the satisfying result of their own
hard work.
merritt k observes that player performance during a game can be used a measure of personal
worthiness, especially in family settings, and especially when their worthiness is already in
question. Post-gamergate, the games journalist Dean Takahashi uploaded footage of him
getting absolutely walloped by the game Cuphead, and re-ignited a debate about the point of
games journalism and the quality of games journalists (Tamburro). Common experience of a
game with peers can be a part of a game’s affective experience, and seeing Takahashi play
Cuphead badly brought up feelings for some about who counted as a part of a community.
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Takahashi’s worth as a journalist was tied to his performance in the game, with some
questioning whether people should be allowed to become games journalists without being
very good at games (Tamburro).
Much has been written about the identification of the player with the player character, and the
emotions that go into such a bond (Lankoski et al; Larsen; Klevjer; Rehak; Sageng; SchroH ter
and Thon; von der PuH tten et al.; Yoon and Vargas). A Spinozan perspective would see the
player-character as a love object. A player-character is loved because it enables the player to
act within the game world, and because the player invests so much in their maintenance and
upkeep. Enemies are a threat to this love object. It is difficult to feel happy about a wolf
gnawing on a player-character on which you just spent an hour perfecting the hair colour. If a
player imagines themselves to be hated by enemy nonplayer characters (and since enemies
attack ruthlessly, instantly and specifically at the player, they certainly seem motivated by
hatred), they will quickly come to hate them back, because the thought of being hated is a
painful one (Spinoza 157). If the player believes that the hatred of the enemy is not justified
they will feel shame, but as Spinoza notes, that rarely happens.
But players do not have to initially hate enemies in order to perform violence towards them.
“This reciprocation of hatred may also arise from the hatred, which follows an endeavour to
injure the object of our hate. He therefore who conceives that he is hated by another will
conceive his enemy as the cause of some evil or pain; thus he will be affected with pain or fear
[fear being “an inconstant pain arising from the idea of something past or future, whereof we
to a certain extent doubt the issue” (176)], accompanied by the idea of his enemy as cause; in
other words, he will be affected with hatred towards his enemy” (157). By this Spinoza refers
to his earlier assertion that “we in no case desire a thing because we deem it good, but,
contrariwise, we deem a thing good because we desire it: consequently we deem evil that
which we shrink from” (156) and “in no case do we strive for, wish for, long for or desire
anything, because we deem it to be good, but on the other hand we deem a thing good,
because we strive for it, wish for it, long for it, or desire it.” (137). In this case, the hatred can
come after the player has done injury to the enemy, and comes because the player has done
injury to the enemy.
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Hurt, it must be said, feels different when affecting a player-character body rather than a
human body. The hurt of a player-character body is registered in numbers or in bar form
rather than in the sensation of pain. The pain the player feels is their reduction in capacity –
they have to start the level again, they’ve lost time or gold rings, they’ve failed themselves,
they’ve made themselves look silly. This affect does not even have to be consciously recognised
– the beats in a game’s music can change a player’s heart rate (Cole). The player may find their
breathing changed, their muscles tensed, their reactions fast and twitchy, their thoughts
focused, their skin breaking out in sweat. Alternately, they may feel slow, easily distracted and
hopeless, if they perceive the challenge to be greater than their ability to overcome it. This
stress does not have to be processed as emotion but can remain bodily sensation.
SHADOW OF THE COLOSSUS
The underlying discomfort in attacking creatures who are just peacefully hanging out in their
own home is turned all the way up in Shadow of the Colossus (SOTC). The gameplay of SOTC
consists of fighting sixteen huge monsters, each more massive and challenging than the last.
Even though the monsters are hostile, aren't particularly cute, don't resemble living creatures,
and their deaths are the entire point of the game, fighting them is a morally conflicted, even
sad occasion. The colossi behave like other computer game bosses, but everything around
them – the music, the player rewards, the narrative – indicates that Shadow of the Colossus is
not a story about good guys and bad guys, but more about unfortunate guys and even more
unfortunate guys.
The player's purpose is to kill these sixteen monsters in order to magically bring a girl back
from the dead: a very noble purpose. But these creatures don't really want to be sacrificed,
and aren't wild about being killed. It is also clear that these are ancient, unique, and magical
creatures, and the player's motives are selfish. The calculation of sixteen deaths to reverse one
death comes to seem perverse. Huge monsters are traditional game enemies, but in the case of
SOTC, it is the player who is the enemy to the creatures, not the other way around.
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Tom Cole’s investigation into the games of Team Ico (the game development company behind
Ico, Shadow of the Colossus, and The Last Guardian), shows that game designers can use very
simple mechanics to great effect (and great affect). He observes that at the core of Team Ico
games is a concern for others, and that their games use a number of specific techniques to
encourage players to care for characters, objects and events. Cole argues that concern for
others is “a necessary pre-condition of emotional response” (3) and the willingness of the
player to care for characters in a game creates the space for emotionally complex interactions.
Cole argues that Team Ico games are essentially other-centred, making the player care more
for nonplayer characters than their own player-character. Players can be affected by other
characters, he argues, when the game prioritises “fortunes-of-others (focusing on events
happening to others), attraction (focusing on an object) and attribution (focusing on other
agents) emotions” (9). SOTC, Cole argues, encourages the player to care about the colossi by
expressing these priorities in six ways: music, betrayal, individuality, time, exclusivity and
vagueness. Firstly, “music and sound are key to the establishment of ‘moods’ … which
predispose the player towards experiencing certain emotions linked to that mood, and to seek
out audio-visual cues to perpetuate that mood” (4). The soundtrack of SOTC is sparse, only
playing at intense moments such as the approach of an enemy or a threat to survival. The
music that plays is not the typical rousing chords of ordinary game battles; nor does a
victorious orchestral score accompany the slaying of a colossus. Instead, a slow, sad requiem
accompanies the battle, and a haunting, melancholic melody plays after the death of the
beasts. This plays into what Cole calls the “betrayal” of Team Ico games – actions that would
result in victory and elation in other games are presented as tragic, unjustifiable events. This
contradiction of success and mournfulness is confusing, and brings mixed emotions to an
event that in any other game would be five seconds of happiness.
Sad music when a colossus falls “is a rare example of a player being ‘punished’ emotionally for
achieving an objective, and amounts to a betrayal of the player’s expectation of ‘hard fun’. The
player feels the conflict between the ludic rewards and the emotional payback, and it is likely
to elicit an emotion rarely felt in videogames – guilt” (9). Although the player has done the
right thing by the logic of games – killed the enemy, completed the quest and saved the girl –
they are brought to account by the mood of the game, and made to critically reflect upon the
nature of their actions. Cole observes that “events that run counter to the audience’s beliefs
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and desires can elicit just as much, if not more affect, than those that run parallel” (9). That
SOTC emotionally ‘punishes’ players for following standard game narratives results in a more
intense, and more complex affective reaction than if the game had followed convention. And
yet, this unconventional gameplay relies upon convention in order to work. Subverting
expectations would not be so powerful if these expectations had not been built up over
decades of game design. Lankoski and Helio’s ‘expectation of gaming’ – that the player will
want to see action – creates the untenable situation that the player must keep killing
magnificent creatures in order to advance SOTC. But the game makes it clear that this act is
deeply wrong. This ludonarrotive dissonance, or betrayal as Cole terms it, adds a very complex
layer to the game without demanding much more in resources to create.
BOSSES
So far we have considered players as actors and nonplayer character as reactors. But game
bosses, though they lie in wait for the player, though they exist only as an extra challenge, are
by design almost equal to them in skill. Game bosses have the potential to dominate the player
as the player has dominated others.
Bosses are special enemies. If they win, it is because they are better than the player, not
because the player has slipped up and failed themselves. They are more difficult to defeat, they
cannot be avoided, and they have unique character designs. Battles with them often occur in a
closed arena which the player cannot escape. Usually, the player must lose to a boss many
times before they learn how to defeat them. Compared to other enemies in the game, bosses
have a larger range of moves they can draw upon, and they can surprise the player by
switching between strategies. Bosses can also exhibit an extinction burst, where a new and
more powerful attack is unleashed after the boss has accrued a certain amount of damage.
Bosses, according to their name, have a big job to do. They usually have more narrative
justification than other enemies, and further the game’s story or contribute to its
worldbuilding. They are also gatekeepers, only letting the player access new information or a
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new place after they have been defeated. A boss gives the player a more difficult fight, but the
rewards are also greater. They epitomise the idea that if the player strives harder, they will
gain more; that the grind will pay off.
At the end of Final Fantasy VI (FFVI), the player fights Kefka, a figure who has been taunting
the player throughout the game. He is a kind of unhinged, clownish character who attains the
form of a god by the end of the game. FFVI has a menu-based combat system, and all the
player’s and enemies’ actions have names. These names are usually pragmatic and descriptive
like ‘fire 2’ or ‘cure’, but Kefka’s actions are poetic: ‘calmness’ for instantly obliterating a
player-character, ‘goner’ for inflicting massive damage, and ‘fallen one’ which reduces the hit
points for the player’s whole party to 1. Kefka’s mission is to destroy the world bit even if the
player defeats Kefka, the world is still destroyed, and slowly falls apart. The game ends on the
sobering note that although everything is dying, the player at least got revenge. Kefka aside,
one of the pleasures of encountering a boss is a sense of finality. Bosses live at the end of
something, and so encountering a boss means the player has finally arrived, that their mission
is complete.
CONCLUSION
As River City Girls’ Kyoko muses:
[Image removed due to copyright restrictions]
Fig. 25: A player-character wonders why everyone wants to fight her all the time. (author
screenshot)
With all that said, players tend to be the more active partner in a game (Flanagan 280). Players
run the show and enemies react to what humans do. Humans, then, have a particular part to
play in initiating, maintaining, and ending, affective interactions. These parts have been
scripted for them by designers and afforded by mechanics, so the actions humans take aren’t
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entirely up to them. Players’ actions are constrained by game mechanics like enemies’ are, but
because players have a wider range of actions available to them and a larger number of
decisions to make, human actions are significant in the development of affective relationships.
Enemies are common but shallow game characters. Although they are dissimilar to anything
in nature, the way the player behaves towards them is an extension of the logics that inform
familiar power dynamics. They do not mimic reality in the way they behave, but in the way
they are behaved towards. Where there have been controversies about enemy characters as
representations of particular types of humans, this is because they have been placed into the
same position as all other game enemies: peripheral to the player, who is the centre of the
game. And game enemies, like other beings subservient to a dominant other, are characterised
(literally, in their case) as a mindless, unintelligent, violent mass.
Players not only have the power to affect enemies in and out of existence, but are the central
focus of enemies' attention during their short life. They are easily distinguishable by
appearance so the player can quickly identify their particular type and react to them
accordingly. Unless they are a boss, they are not treated as individuals but as instances of a
class, all of which have the same universal attributes and motivations. Within a class,
individuals can be rarely distinguished, and so the player develops general strategies to deal
with these generic beings. The player knows what to expect from each enemy based on their
appearance, and knows that each enemy of the same type will behave the same. New,
unfamiliar enemy types, variations on types, large numbers of enemies, and tricky locations,
then, keep the player entertained after existing enemies have become familiar. Enemies are
not expected to develop as individuals, but to be replaced by something more interesting.
Enemies, then, are some of the most robotic, machine-like characters, but also some of the
most affecting.
Enemies are generic creatures who are tightly tied to specific places. Their design is repeated
and general but their body is singular and local. Although they are all clones, none of them
original, they become individual by belonging to a location, by starting their lives in a
particular place. They have spawn points which determine the precise location in which they
are to be born. They initiate at that place when the player is close by or their level loads. They
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render into a visible form when a camera sweeps a game world into existence. Most enemies
do not venture too far from their spawn points. They love their homes and are creatures of
habit. In this way, these interchangeable instances acquire specificity, by existing in a
particular place and time, in the view of a human who assigns them meaning.
Enemies are exciting to interact with, and battling them is one of the most memorable and
rewarding parts of a game. Because the player may lose progress or assets as a result of a
battle, there are real stakes to interactions with enemies. A difficult or inconvenient enemy
may inspire hatred or fear in the player, but all enemies are designed to cause the player pain.
Enemies are stressful, and interacting with them requires concentration and fortitude. They
are characters who demand to be attended to, which is the extent of their selfhood.
Players affect characters through mechanics, but nonplayer characters affect players through
mechanics, narrative, association, sound, and self-reflection. While the appearance, behaviour
and role of the nonplayer character brings up all sorts of associations and connotations for the
player, nonplayer characters have no broader cultural context within which to judge the
player, and no ability to do so even if they did. But they are still affected through the player's
characteristics, and act as if they are aware of the player's place in the world. This is so the
player can feel more keenly their own place, but it also gives a sense that nonplayer characters
have a continuous experience and are somewhat involved in affective networks. But nonplayer
characters do not talk to each other, and the way they affect each other is limited. Instead, all
their knowledge about their world is programmed into them, or they recognise tags and
integer thresholds in the player's code.
Rendering visual bodies is expensive – it uses a lot of energy and draws on the computer's
resources more heavily. So in an open-world game where events can happen off-screen, the
game world still happens in a certain radius around the player, but nothing has a visible body.
It can be helpful to think of NPCs (and all game assets really) as all frolicking around naked
until the instant the camera is looking. When the camera looks at a new area, everyone hastily
renders their bodies on. Some game assets (usually landscape elements rather than NPCs) do
a half-arsed job and put on simple shapes, only changing into their fancy high-poly bodies
once the player gets within a certain distance. So in some games, nonplayer characters can act
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without being seen by the player. They can affect and be affected, but their bodies are not
visible. The animations appropriate to the character's situation may still be triggered (in case
the player comes across the character while they're in the middle of doing something), but
without a body to be animated. In simpler games, only things that are shown on the screen are
active, and nonplayer characters do not exist as agents unless they also exist as objects of the
player's gaze. Players and enemies are always perceptible to each other. The enemy only
inhabits a visible body and has a full range of embodied behaviours when the camera is turned
to it. Such characters begin and end their existence dependent on the camera, which follows
the player.
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CHAPTER FOUR: FRIENDS
INTRODUCTION
The game friend is an odd creature. It doesn't provide a challenge as enemies do, its purpose
(if not effect) is to make the game easier, and most of its functions could be replaced by other
mechanics. It seems counter-intuitive that a program designed to make life temporarily
difficult would include a subsystem for friendliness and helpfulness. However, games are not
entirely about killing zombies (J. Smith). And as Costikyan observes, interpersonal difficulties
can be just as challenging as fire-breathing dragons (14). If games are a designed emotional
experience (Jagoda and McDonald 176), then pleasant interactions can also be part of that
design.
The computer game friend is usually more of an employee than a buddy, and it has a difficult
job. They must stay close to the player, but not so close that they get in the way. They must
assist in battles, but not so much that they win on their own merits. They must be vulnerable
enough for the player to worry about their welfare, but only die at the most climactic moment.
They must also look different enough to the player character to avoid visual confusion, but still
be relatable enough to arouse the player’s sympathies. Ideally, a game friend is loyal but not
too dependent, funny but not too wordy, useful but not too capable, active but not an actor, and
universally attractive to any human who looks at them. They cannot embody everything about
friendship between humans in other contexts, because they are a computer game character in
a particular context. Some aspects must be left out for time, complexity, and genre. The kinds
of friendliness that are included in games, then, give an indication of what designers see as the
minimum requirements for friendship. The study of ally nonplayer characters in computer
games is also an examination of conventional understandings of friends.
Like other nonplayer characters, friendly NPCs are defined by their relation to the player.
Their appearance, behaviour, and story all flow from that role. For Schell, Isbister and
Warpefelt, game characters are always functional. They are made to fulfil a purpose, and so all
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their characteristics point towards that purpose. Schell suggests that “a very useful technique
when coming up with the cast of characters in your game is to list all the functions that these
characters need to fulfil” (351). Isbister recommends that since “game character interactions
are usually short, targeted, functionally based” (225), designers should rely on conventional
social roles to quickly position and orient players to nonplayer characters (225). Warpefelt
(2016) further suggests that success for an NPC depends upon their verisimilitude in their
assigned role: “the NPC is actively involved in the portrayal of its role, and will act in ways that
are conducive to convincing the player that it is indeed in that role” (33). According to
Warpefelt, NPCs have particular tasks to fulfil (sell goods, be a challenging opponent, etc), but
unlike other objects they must perform that task with some theatricality (34); they should act
in a way that implies some limited, familiar personhood. Isbister notes that nonplayer
characters, no matter their role within their game, ultimately exist to serve the player.
“NPCs have a range of objectives in games, from unthinking service and loyalty to
the player (or his or her archenemy) to world domination at the player’s expense.
An NPC may have various abilities that are useful to the player. Beyond the ability
to provide physical or mental assistance in fighting, solving puzzles, or just in
learning the ropes of the game world, a friendly NPC may also be able to provide
moral support in achieving game goals: cheering, excitement, approval, and the
like. NPCs may also provide companionship for the player or may provide a social
motivation in the form of someone who needs rescuing. Even unfriendly NPCs have
abilities that improve the player’s experience, providing opposition and conflict—
both physical and emotional—that enhances the player’s experience. NPCs in
neutral roles can provide social validation for the player when they approve of her
or his actions and help spur better play when they boo a bad performance.” (228)
Although nonplayer characters all perform different actions, they all do it for the same reason:
to give the player a good time. To ask whether an NPC is a friend or an enemy is to ask
whether an NPC is a friend or an enemy to the player. This fundamental purpose of being,
though, is already at odds at what it means to be a friend.
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Game friends, unlike game enemies, have roles based on relationships that occur between
beings in real life. Game friends are designed to be pets, mentors, dependants, best buddies,
employees and co-workers. Their conviviality lies in their familiarity. But these roles are
boiled down to their barest essentials – or more accurately, what designers believe to be
essentials, or just the qualities of amiability that are the most easily identifiable, animated and
programmed. Through this distilling process they develop their own spirits, preserving only a
tenuous connection to their real-life inspirations. These inspirations, however, still serve as a
common foundation for a player’s individual relationship (DíAaz and Tungtjitcharoen 7),
despite the game characters’ distant evolution from it. Friends cohere out of the pixels on the
screen, their performance, and ideas the player brings to the game (Simon 4). They cohere as
characters in the mind of the player, and as subroutines in the depths of the computer.
The unique but strangely familiar relationships players have with game friends start from role
recognition but develop through the actions players take. Friends do not touch each other as
much as enemies do, and this affects the immediacy of relationships. Dialogue and resource
provision are the main mechanics of game friendship, but are not particularly exciting in
themselves. Talking to a game character can be a challenge, but not a thrilling challenge like
punching them would be. Interactions with enemies are immediately rewarding because the
ways that players act towards them are enjoyable. But interactions with friends rely on the
promise of future rewards, like the acquisition of information or resources. Friends, then, have
to signal their friendliness in diverse ways rather than purely through mechanics. They cannot
rely on interactions with them being immediately affecting like enemies can. Yee calls such
interaction systems between Massively Multiplayer Online Role Playing Game (MMORPG)
players ‘social architecture’, but this term can also be used for interactions between players
and nonplayer characters. This architecture shapes how players relate to other characters –
the friendly relationships games can afford, and therefore social architecture can be said to be
part of a game’s mechanics.
Enemies are frustrating, terrifying or boring because they fight in frustrating, terrifying or
boring ways. Their characterisation is important, but even a grey cube (as LIM shows) can be
an affective enemy. Friends rely on familiar social roles, narrative, and character design, as
well as mechanics, to affect the player. The more enjoyable aspects of non-game friendships,
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like rapport, mutual aid, belonging, understanding, trust, and hugs, are tricky to replicate
between players and characters in a game context, and the common tools players have to
develop this relationship are inadequate to the task. Players are affected by enemies because
of the ways they can affect each other, but players are supposed to feel friendly towards ally
characters despite the ways they can interact with them. However, this melange of role,
expectation, and mechanic creates a new kind of relationship that is not quite like friendship
between humans, but something else entirely.
Friends are usually more concerned with scripted story and plot than enemies are. Player
interactions with enemies can produce emergent narratives that are meaningful to the player,
but attempts to make emergent narrative with friends through AI stories have not been quite
as successful (Lenhardt). A game enemy may be able to be won over to the player’s side and
become a friend. A friend might betray, or be betrayed by the player. A friend can be affective
in their absence. Friends can be extensions of the player character, or they can be
incomprehensible aliens who just don’t attack the player. Friends can come and go, apparently
progressing in their own stories as the player does theirs (the Final Fantasy series is a good
example of this). This means that friends are concerned with time and progression more than
enemies are. Game enemies iterate over a game, levelling up in scariness and fighting ability,
but game friends aren’t replaced every five minutes with someone friendlier. They persist, and
share things with the player, even if it’s just space and time. Through these things, game
friends can come to mean more to the player than just a portable second inventory.
Many games have performed interesting experiments in the mechanics of friendship. In Ico,
the player-character leads a nonplayer character by the hand, relying on her to solve puzzles
and encouraging her when she encounters difficulties. In Spider, the player is subject to the
constant, intense gaze of a huge, benign monster. In The Last Guardian, the player cooperates
with their capricious pet chimera to navigate obstacles. In the Final Fantasy series, multiple
characters join and leave a group hiveminded by the player. These games can obviously blur
the boundaries between player and nonplayer characters. Sometimes, this blurring brings
more bodies into the being of the player character. Sometimes, it decentres the player
character and the player, making the maintenance of a relationship rather than the
maintenance of single character the focus of play.
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THE DISAPPOINTING FRIENDS OF COMPUTER GAMES
There's a lot to be said about game characters who aren’t intensely affective. To have a series
of small forgettable interactions with mildly pleasant characters can contribute to a good
mood just as effectively as one spectacularly lovable character. The ability to interact with
characters without caring at all about their feelings can be a welcome relief from ordinary life,
especially an ordinary life that involves managing the emotions of others. Similarly, being the
centre of attention or occupying a respected, dominant position can be a pleasant and unusual
experience. Yet the relationships players have in games colours a whole game experience; as
Greer states, “the affective bond between the game player and the digital character in a game
is as vital and essential to the experience of playing the game as the emotional relationship
between the performer and the audience in a play or film” (Greer 2013 viii).
Some people find great pleasure in meeting a computer game character who doesn’t attack
them on sight. Some characters are so evocative of cherished concepts, so cute in their
designs, or are so helpful to the player in achieving their goals, that the player warms to their
presence and enjoys interacting with them. But friends are also designed to be disposable: to
be an inexhaustible assistant while the player needs them, and to die with maximum pathos
when they don’t. Much work has been done in recent years to make friends more co-operative
(Smith), ideologically biased (Frasca 2001), flexible in their plans (Guckelsberger et al.),
emotionally expressive (Korn et al.) and dynamically complementary in their personalities
(Pacheco and Martinho). But deeper, faster, better friends cannot be created just by making
cuter 3D models or writing ever more tragic backstories into ever snappier dialogue.
Friendship, being a kind of ship, requires a steady ebb and flow. If the player has no duty
towards their purported friend, does not need to reciprocate their care, and has no notion of
their personal boundaries, the possibility of interdependency is eroded.
Briggle writes about the formation of the ethical subject in computer games (165). He argues
that ethical frameworks stem from an acknowledgement of the limits that others place on us.
Because computer game characters are so easily manipulable (172), they are not good
counterparts for a player who wants to treat others well. He argues that “The ethical
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imperative of respecting others is rooted in the concept of otherness as that which one does
not create or appropriate. Rather, it is received as given—a limit on one’s willfulness” (172). In
other words, proper intersubjectivity requires recognising that others exist and trying to cope
with the fact that you can’t do everything you’d like to them. Better game characters, for
Briggle, would be stubborn, obstinate, would have a certain standard of acceptable player
behaviour, have their own goals and needs, and demand things from the player. Friend
characters, because of their friendliness and the time they spend with the player, thus have a
greater role to play in shaping the player's formation as an ethical being in the game than
other characters.
In Plumwood's terms, game friends are benevolently dominated. Like Briggle, she conceives of
the self as something constructed through relations with others. One kind of selfhood relies on
the creation and subjugation of an opposite otherness. But she proposes another kind of self,
the ‘mutual self’ (142), as a way of being in the world that recognises others as fellows, and
still allows use of them without subjugating them. However, games rarely construct the player
as a mutual self but instead deal in familiar dualisms. By making nonplayer characters
subservient, games make players domineering. This results in disappointing friendships –
because characters are not friends but staff. The ways in which the player is constructed as a
character in the game mirror the ways benevolently dominating selves are made in other
contexts. Because players do not encounter others in games as kin, but as instruments, they
“lack essential (as opposed to accidental) relations to others” (144) and “[experience] the
other solely in terms of [their] own needs for gratification and [their] own desire” (145).
Because nonplayer characters are designed with the needs of the player in mind, they are
othered from the start. They cannot be good friends because, unlike othered humans and
animals, they do not have an independent existence to recognise or commonality to
acknowledge. They are the idealised other, a being that is constructed on the periphery and
waits for the player to occupy the centre.
Othered nonplayer characters construct a certain type of self for the player; they contribute to
the player’s subjectification in the game world. Like subjectification in other contexts, this
performance of the player’s self is iterative and ongoing. Because nonplayer characters inhabit
one half of a dualism, the player finds themselves positioned in the other half. Furthering Yee
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and Bailenson’s ‘proteus effect’, which posits that players’ in-game avatars influence how
players act in games, and DomíAnguez et al.’s work on players’ automatic adoption of roles, this
conception of the self as relational suggests that if nonplayer characters begin the game
positioned in a certain way, players will be positioned in a complementary way according to
familiar dualisms. If games exist to make the player feel powerful, then nonplayer characters
must be overpowerable (enemies) or disempowered (friends).
For this reason, companion characters are often representations of familiar others: women,
children and animals. Because otherness is something that exists in non-game contexts, the
characteristics of otherness are familiar and already associated with certain types of people.
Companion characters are expected to be feminine, that is, “submissive, accommodating, and
emotionally adept” (Sherrick et al. 19). Brice (2012) notes that when women characters head
a Final Fantasy ensemble they serve as social glue, and “act as emotional guidance for male
characters”. Headleand et al. (2016) observe that players behave differently towards
nonplayer characters whether they are perceived as male, female, or human at all. Curtis notes
that the power fantasy of games is gendered in that “male empowerment depends upon
female disempowerment” (ii). In four lists of the top-ten game companions of all time, sixteen
were female, eleven were animals, ten were male and three were robots (Colyer; Potter;
Sawyer; Wen).
However, companion NPCs are well-liked by some players, and players want companionship in
games (McGee et al). Research also suggests that players like companion nonplayer characters
more than they let on (Merritt and McGee). The development of the earliest digital characters
has some light to shed on their potential for likeability. From 1964 to 1966, Joseph
Weizenbaum developed the chatbot ELIZA, a program which mirrored users’ phrases back to
them in the style of a bored psychotherapist (Weizenbaum 3). Like early computer games,
ELIZA was a demonstration vehicle that could “vividly demonstrate the processing power of a
computer to visitors who did not already have some specialised knowledge” (4). The chatbot
was a programming experiment into the problems (and probable impossibility) of natural
language processing by computers, but Weizenbaum soon found that some users would talk to
ELIZA for hours, often becoming fond and protective of it. That “extremely short exposures to
a relatively simple computer program could induce powerful delusional thinking in quite
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normal people” (7) was of concern (though not surprise (9)) to the programmer. ELIZA was a
good listener because she was none of the things other humans are: judgemental, blinkered,
expensive, easily bored, or needing consideration and attention of their own. As Crawford
comments, “ELIZA was an empathy-producing machine because she was a simple listener. She
wasn’t trying to be more intelligent than her interlocutors, she was just trying to listen, and
that was actually very powerful.” (Steyerl and Crawford). Her non-humanness was an asset in
the task of getting users to chat freely. Because ELIZA was not human, users felt they could
talk to her without consequence. ELIZA shows that the non-humanness of NPCs is not always
something to be overcome or hidden, but can be an advantage in certain tasks.
Game friends aren’t disappointing because they forget your birthday or ghost on your brunch
date. Game friends are disappointing specifically because they adore you so much, but express
it in awkward ways. Like a cat who shows love by bringing you mice heads, or an
overenthusiastic waiter, game characters try their best to appear friendly but do so in a way
that reveals a fundamental lack of understanding or capacity. Game enemies centre the player
in the ways they spawn, fight and die. Game friends also centre the player, but in an even more
overt way, by going where the player wants to go and doing what the player wants to do. Both
friends and enemies are reactors rather than actors, but because the basis for friendship is
ostensibly the meeting of equals, this unevenness becomes obvious.
FRIENDS OF PHILOSOPHY
As disappointing as they may be to some, to Spinoza, game characters are lovable. To love in a
Spinozan sense is to experience “pleasure accompanied by the idea of an external cause” and
to love results in a person “necessarily endeavour[ing] to have, and to keep present to him, the
object of his love” (140). If a player feels pleasure during the playing of a game, and attributes
this feeling to an NPC, they can be said to love the character. Pleasure, being a transitory phase
in which one’s power to act is increased, is something that friendly NPCs cause all the time.
Friendly NPCs, especially in role-playing games, are designed to be helpful, to give the players
objects and assistance so they can achieve more. But Spinozan concepts of pleasure and love
become difficult when discussing games in which the NPC is the focus of play, such as virtual
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pet games and dating sims. The NPCs in these games do not really help the player to increase
their power to act, although the game as a whole might. In the satirical dating game Hot Date,
nothing the paramours do helps or hinders the player’s ability to act. The player has the same
dialogue options, the same timing, the same mechanics, the same abilities, no matter what
emotion the NPCs in the game represent or evoke in the player. It is the game as a whole which
is the source of pleasure and the object of love for the player. The collapse of the idea of a
character into the idea of a game reveals that the distinction between the two and the
individuation of a character from its context is something that humans do to characters rather
than something a character fundamentally is.
However, love for nonplayer characters can never be very intense, as “love or hatred towards a
thing which we conceive to be free, must … be greater than if it were felt towards a thing
acting from necessity” (161). This concurs with research suggesting that players care less
about characters they perceive to be controlled by a computer than controlled by another
human (Chesney and Lawson; Fox et al.; Headleand et al. (2015 & 2016); Garau et al.; Lin et al;
Merritt et al. ‘Choosing human team-mates’; Merritt et al. ‘Are artificial team-mates
scapegoats’; Merritt and McGee; McGee et al.). As Khoo and Zubek observe in the context of
enemies, “in the end, the player knows a bot simply does not care, which makes beating it a
thankless task” (48). Love felt towards a computer game character is less than love felt
towards something that is perceived to have free will.
Because enemies in games drop interesting loot and are an interesting combat challenge, they
are also, in a way, pleasurable and lovable to the player. What differentiates the game enemy
from the game friend, in a Spinozan sense, is the player’s idea of causation. Spinoza states that
“in no case do we strive for, wish for, long for, or desire anything, because we deem it to be
good … we deem a thing to be good because we strive for it, wish for it, long for it or desire it”
(137). Good and bad are not intrinsic qualities of an object but rather the result of an
individual’s thinking about an object; a conclusion based on whether that object makes that
individual feel pleasure or pain at that moment. If we take desire to be something that pushes
people towards presumed joyful objects, rather than objects themselves having some joyness
that pulls people toward them (LeBuffe 2.2), then all game characters can be said to be
loveable if the player wants to interact with them in any way. “If emotions are shaped by
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contact with objects, rather than being caused by objects, then emotions are not simply ‘in’ the
subject or the object”, Ahmed notes (6). Instead, as Gregg and Seigworth observe, “bodies [are]
defined not by an outer skin-envelope or other surface boundary but by their potential to
reciprocate or co-participate in the passages of affect … Affect marks a body's belonging to a
world of encounters” (2). The emotions the player feels towards a character – whether
positive or negative – are a result of the action the player takes towards the character. So the
game enemy is disliked because the player’s goal is to destroy it and the player performs
destructive actions towards it. Because the player seeks to destroy the enemy, and “we
endeavour to … destroy whatsoever we conceive to be [painful]” (149), the enemy is seen as
bad. And so because the friend NPC is something the game directs the player to preserve, and
the player performs affirming and preserving actions towards it, the player feels love towards
it (144).
Interestingly, this Spinozan view of where goodness and badness lies has parallels with how
many NPCs perceive their world. In The Sims franchise, for example, a hungry Sim character
will not decide to go to the fridge to grab a snack, but rather the fridge constantly emits
hunger-satisfying signals, which a Sim will recognise once it becomes hungry. The Sim’s
hunger and satiation is not totally a matter of that Sim’s individual agency, but the feelings are
distributed across game objects and co-created during encounters.
If a person loves an object, they will fear its disappearance and hate anything that could
potentially destroy it: “he who conceives that the object of his love is destroyed will feel pain”
(144); “we endeavour to negative everything, which we conceive to affect painfully … the loved
object” (147). Many games rely on the death of a companion NPC for a climactic event because
the destruction of a loved object is a particularly intensely affective moment. Friends, then,
end up causing the player a lot of fear (fear being “an inconstant pain arising from the idea of
something past or future whereof we to a certain extent doubt the issue” (176)) because their
existence is always threatened. The player loves the friendly NPC, in part, because they are
encouraged to fear their loss. Cuteness and helpfulness are certainly factors in NPCs’ lovability,
but a key component is a game’s mechanics of friendship, the actions the players can take
towards friendly characters. If the player needs to perform friendly actions towards an NPC in
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order to play the game properly, and is taught to fear their loss, this puts them in the same
place as an object of love.
Players can also pleasurably affect themselves by giving pleasure to friendly NPCs in a sort of
infinite pleasure loop. Giving Lydia from The Elder Scrolls V: Skyrim a fancy glass sword will
make her more effective in battles against the player’s enemies, benefiting the player. Friendly
NPCs then, rather than being pleasurable objects in their own right, are a method through
which the player can positively affect themselves. They can be a conduit of player-directed
affect, even if players discount them as love objects. If a player does recognise Lydia as a sort
of being, though, the act of giving her a sword is pleasurable in itself, as well as a tool for
future pleasure. “If any one has done something which he conceives as affecting other men
pleasurably,” Spinoza observes, “he will be affected by pleasure, accompanied by his idea as a
cause” (150). NPCs aren’t men, but the existence of genres of games based on helping and
caring (like virtual pets, or Animal Crossing), suggests that humans enjoy helping and caring.
Humans will behave towards characters in anticipation of the affect they hope to feel as a
result. They desire certain states. In a study of virtual pet games, Lin et al. found that the
emotions players “desired from having a virtual pet included relaxation, joy, companionship,
and therapy” (4.1).
Spinoza also asserts that “the greater the emotion with which we conceive a loved object to be
affected towards us, the greater will be our complacency” (153) (‘complacency’ in the sense of
security or assurance). This suggests that if an NPC is immediately loving towards the player,
the player will feel secure about their relationship. Because the NPC is so focused on the
player, the player can take the character for granted. Love for NPCs, then, might be best
observed through actions of maintenance and protection, rather than conscious player
emotions.
A Spinozan view of affect gives a general overview of how humans feel about things. Spinoza’s
definition of power is the capacity for action, but does not have much to say about who acts
upon who, or how. Plumwood’s ecofeminist analysis helps to illuminate one of the specificities
of affect, that is, how power shapes human relations to nonhumans. Power is a shaping of
relative affective capacity, such that affect flows different ways depending on one’s position in
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relation to another. Plumwood suggests that certain kinds of relationships are made possible
and impossible when one party has power over another. Plumwood defines friendship as a
type of mutually sustaining relationship (195). In these kinds of relationships, the self “makes
essential connection [to another, and] fulfils his or her own ends as well as that of the other”
(185). The other “is treated as deserving of concern for its own sake, and hence as intrinsically
worthy or valuable” (185). As far as it can be defined (and Plumwood stresses that it is
dangerous to talk abstractly about structures while ignoring their specific content), friendship
requires “openness to the other, generosity, leaving space for the other, the ability to put
oneself in the place of the other and to respond to the other’s needs” (185). Plumwood
acknowledges that such mutually-sustaining relationships cannot rely on a “personal
conversion to an after-hours religion of earth-worship, tacked on to a basically market-
orientated conception of social and economic life” (186), but the conditions for these
relationships must be made part of wider, public, social and political life. While Plumwood is
talking here about human social institutions, the same principle can be applied to the smaller
worlds of games. Players can certainly feel friendly towards nonplayer characters and can
want to feel certain things, but if the mechanics of the game are such that nonplayer
characters are always instrumentalised, player intention can only go so far in making a true
friendship.
THE FIRST NPC ANYONE EVER LOVED
Most writing about game companions makes its way to Floyd the robot sooner or later
(Frome; Greer ‘digital companions’; Isbister 2016; Rouse; Zagalo et al). Floyd appears in
Planetfall, a 1983 text adventure about having adventures in space and dying in 41 different
ways (Computer Games Magazine). In it, the unnamed player-character crash-lands on a post-
apocalyptic planet and meets a child-like robot called Floyd, who makes a lot of silly jokes and
enthusiastically helps the player solve puzzles. During one of the final puzzles, Floyd sacrifices
himself for the player by retrieving an essential piece of equipment from a room filled with
enemies. In a 1983 review of the game, Creative Computing described Floyd as “the most
imaginative and cleverly written part of the entire game … hysterically funny through most of
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the adventure, [who] evokes in the player of Planetfall authentic feelings of affection and
attachment.” It further notes that “Indeed, Floyd is critical to finishing the game in terms of
being a large part of the solution to three major problems in Planetfall besides lending his own
brand of moral support to the stranded and baffled adventurer” (Schultz and Arrants). Frome
states that many players cried in reaction to Floyd’s death (158), as does Rouse, and Meretzky.
Zagalo et al. use Floyd as an example of good sadness design, noting that the rupture of a
strong attachment can make people particularly miserable (48).
Planetfall as a game had a few advantages that contributes to the success of Floyd as an
affective character. Planetfall was written by a single person, it was completed within months,
it was one of comparatively few games available for home computers at the time, it followed
closely from a popular science fiction pulp literature tradition, and the idea of an ongoing
friendship with a single NPC was a novel concept to computer game players. These are factors
which are not all possible for games today. Planetfall is also a text adventure about exploring, a
medium and a genre that lend themselves well to experimental gameplay and require some
open-mindedness. To interact with the game, players would also type in their own commands,
which Sali et al. have found is a particularly enjoyable dialogue interface (185).
While exploration text adventures from the 1980s have conventions, mechanics, limitations
and advantages very specific to their kind, Meretzky's decisions in writing Floyd are
applicable to other types of games (Meretzky 2008). Meretzky made Floyd a robot because it
suited the science-fiction setting of the game. The robot seems to be a native inhabitant that
the player happens to stumble across, not a figure placed there deliberately. Floyd's existence
is congruent with his environment; the player can imagine Floyd existing in that world and
living his life happily even if the player had never happened upon him. He is also not human,
and as such, is a bit dim and naturally servile. Meretzky observes that “even with the
concentration on a single NPC, the character would still fall far short of simulating a human
being, but players would have lesser expectations for a nonhuman character such as a robot.”
Making Floyd a robot lowers the player's expectations for the character so that any abilities he
does have are seen as admirable for a robot rather than measly for a human. Although players
expect some human-like characteristics from an NPC (Nass and Moon 82), Meretzky suggests
they have fewer expectations for an NPC that represents something non-human. The more
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alien and unfamiliar the NPC is, the more inhuman behaviour it can get away with and still be
worthy of consideration.
Floyd could be affected in four ways (Meretzky 2008). Players could issue commands to the
game world, which Floyd would comment on. If the player saved, for example, Floyd remarked
“Oh boy! Are we gonna try something dangerous now?" They could address Floyd directly,
though Meretzky states “there was only enough disk space to handle a fraction of the possible
conversational gambits, so most inputs had to be covered by fairly general defaults”. If the
player asked Floyd to go north, for example, they would receive this in return: “Floyd looks
slightly embarrassed. ‘You know me and my sense of direction.’ Then he looks up at you with
wide, trusting eyes. ‘Tell Floyd a story?’” Floyd could also be triggered to say or do something
by encountering an event or environment. Finally, if the player ended their turn next to Floyd,
Floyd would be triggered to say or do something cute and random, like “Floyd rubs his head
affectionately against your shoulder”. Having established such a cute character, Meretzky
realised “I thought there would be the potential for emotional resonance with the player,
which I could take advantage of by putting this character in peril or even having events lead to
that character's destruction”, affirming Spinoza’s observation on the perils of love (147). Floyd
was useful to the player and assisted them in puzzles, and furthermre reminded them of other
lovable things like children and pets (Meretzky), so his loss depressed the player.
FRIEND AFFECTS AND EFFECTS
Friends are made to affect players positively; they enable player action and make them more
powerful. Things that players do to affect friend nonplayer characters will come back to either
bite or kiss them. How and why players affect friendly nonplayer characters then, is quite
different to how and why they affect enemy nonplayer characters. This section will address
the significant ways in which NPCs are affected, and the mechanisms through which this
happens.
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Close friends, or companions, follow the player around. This can cause headaches for
programmers and players; friends get stuck in doorways, move too slowly, and generally make
a nuisance of themselves (Botea et al.; Huang and Terzopoulos). It is for this reason that one of
the main problems of friends discussed in games literature is pathfinding.
Friends talk to players more than other characters. But they do not do so in a human-like way.
They can easily become stilted and awkward, repeating the same thing over and over again in
an effort to inform or persuade the player (Domsch 256). They rudely ignore common social
conventions by going on long monologues and not really caring about the player’s responses,
behaving as if conversation were merely an opportunity to take turns speaking rather than a
real exchange of ideas or a way to bond (Fraser et al; Morrison and Martens; Nass et al.;
Smith).
While friends are running around chattering, they are also trying to look at the player-
character. Gazing, and being gazed at, can be an affective action for enemies, friends and
players, or an intensifier for affect. The power of the gaze, though, is unequal. The player can
see the nonplayer character, but the nonplayer character cannot see the player in the same
way.
There are deeper problems with friends than their tendency to wander all over the place and
not listen while staring into the distance. The problem with friends is that they don’t want to
live (Guckelsberger et al.). They want the player to live, but they don’t have any such desire of
their own. Such a being cannot be expected to experience pain, and so their injury or death is
not meaningful to them. When friends fight with the player against an enemy, they go all-in.
Because they have no fear of death, they have no desires, no striving for preservation (Spinoza
137). They rely on the player for meaning. As Emily Short puts it, “Part of what makes NPCs
feel shallow and non-human is their lack of initiative.”
CO-PRESENCE
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Golland et al. have found that humans tend to synchronise behaviourally and physiologically
when they exist in the same room without directly communicating. When humans interact
with each other they tend to mimic each other’s expressions, voices and emotional states
slightly (Golland et al). This synchronisation tends to increase the more intense the shared
activity is. But Golland et al’s research shows that being silently co-present with another
human also triggers this effect. This is not to say that computer game players will
automatically synchronise their heart-rate with a co-present nonplayer character. But it is to
say that the threshold for affective presence seems to be quite low.
Co-presence, or togetherness, is a technique often employed to facilitate affective relationships
between players and NPCs. Bulu defines co-presence in virtual environments as “Having a
sense of feeling of other individuals, namely perceiving others and having a sense of feeling
that others were actively perceiving us and being part of a group” (155). Co-present NPCs are
continually present within the aural or visual range of the player. They can start off being
friendly or hostile, but over time they become something else: familiar. The co-present NPC
becomes something to be relied upon for a sense of normalcy. Familiarity, especially that
facilitated from time spent together, can also be a first step to more complicated feelings or
connections. Acquaintance can be a road down which other feelings can travel. The design of a
co-present player and NPC is a hope that the player will participate in an orderly and
predictable progression of increasingly intense affection.
In Skyrim, the player acquires Lydia, a bodyguard, who follows the player around and assists
them with fights. The acquisition of Lydia is a reward for completing an important quest,
Dragon Rising, in which the player is tasked with killing a dragon. This quest happens quite
early in the game and is quite hard to avoid if following the main narrative, meaning that Lydia
is often the Skyrim’s player’s first real friend. In the narrative of the game, Lydia is an elite
fighter of sorts, employed by a local king. Being an honourable and chivalrous servant, she is
loyal to, and will fight to the death for, any nobleperson she is assigned to. She lives to serve
and she will die for the player. She is also notoriously hard to keep track of, and will disappear
and pop up in unexpected places. While she is an enthusiastic fighter, she can only attack at
melee range, with the result that she rushes into danger, requires healing frequently, and
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attacks enemies the player would sometimes rather just run away from. Having her as a co-
present companion, then, affects the way the player plays the game.
Lydia can be romanced, and she can also die. This means she can be attended to in multiple
ways, and requires different things from the player depending on the role the player intends to
inhabit in relation to her. The player can approach her as an employer, a suitor, or as a carer. In
order to keep Lydia alive, the player must supply her with food and potions and monitor her
health. Her health statistics, visible during battle as a green bar above her head (the length
correlating with the character’s wellness), become a concern of the player, another factor to
monitor. If the player is not concerned with the health or feelings of Lydia, they can use her as
a handy portable cupboard (Lydia can carry quite a lot of items).
Lydia’ presence becomes another thing to manage. As well as the player’s own health, capacity,
inventory, weapons, fancy costume, and location, the player must also think of Lydia’s. Her
attachment to the player makes gameplay more complicated and unpredictable, as she runs
into battle or vanishes at an inconvenient moment. But she also increases the capacity of the
player to act in other situations, by carrying stuff and helping quickly end fights. Skyrim with
Lydia is a significantly different experience to Skyrim without.
The mechanism most favoured for the creation and maintenance of co-presence is that of
following - specifically, the following of the player by the NPC as the player moves through the
game environment. But this is not an uncontroversial ability. Guckelsberger et al. have noted
that NPCs can quickly lose the player’s good will and even become annoying if the NPC moves
at a different pace to the player (too quickly or too slowly), blocks the player’s path or has
different goals to the player (1). Co-presence then, is not an easy task to achieve in practice.
Once again, Team Ico shows us how it’s done. In their games Ico, Shadow of the Colossus and
The Last Guardian, companion NPCs (a girl, a horse and a chimera respectively) are always
near, around, or accessible to the player. While these characters follow the player, they do not
do so unconditionally. Yorda (the girl), Agro (the horse) and Trico (the chimera) need
encouragement to follow the player, so the player is continually trying to prove their
trustworthiness to these beings. In this, the following mechanism moves from a subordinate
and locked NPC-towards-player orientation to the continual management of the flow of affect
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between player and NPC. The player and NPC are constantly beseeching each other. This is
achieved through the imperfection of Yorda, Agro and Trico. These characters are often
obstinate, afraid, wander off on their own, or require a clarifying repetition of commands.
These traits would usually be annoying, but careful handling by Team Ico in the timing and
presentation of these traits serve to make these ostensibly game-ruining characteristics into
expressions of individuality and vulnerability. Tentative deviation from the mechanic results
in a strengthening of its effect. It ensures that the character cannot be entirely known or
controlled, so the player has limited power over it, and a different kind of relationship is
possible.
The game Abzû introduces a variation on the traditional game companion. Although the little
yellow robot that travels alongside the player-character is cute enough and performs useful
functions, its constant presence is not one that inspires affection. Instead, its mechanical form
and bright lights contrast harshly with the soft fluid shapes of the ocean environment, and this
leads to the robot seeming out of place, an interloper that draws the eye away from the
beautiful surroundings. Although the robot is an ally in behaviour, its whirring robotic
presence disturbs the player’s experience of simulated natural wonder. In this case, co-
presence is a factor for annoyance, and the robot’s constant proximity is a constant source of
dismay. As a player friend, this dissonance foreshadows the game’s later revelation of the
player-character as an outsider themselves, a former robotic enemy to the aquatic inhabitants.
The destruction of the companion comes as the player becomes more attuned to their
surroundings, and more distrustful of the machines that threaten the ocean’s wildlife. The
death of this companion is not a tragedy but a release. The inherently uncomfortable nature of
the yellow robot’s friendship serves as a synecdoche to the game’s larger message of
reconciliation with nature.
Co-presence does not have to involve much direct interaction between player and NPC. It
stands in contrast to most other player-NPC relationship mechanics. Co-presence is a passive
action that makes clear the dependencies the player exists within; it requires no action from
the player but has consequences for the actions they can take. There are differences in the
affective power of the NPC depending if they are exclusively audibly co-present, visually co-
present, continually in the mind of the player, or merely omni-present. These differences have
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to do with power. Nonplayer characters occupy different positions of power in the narrative of
the game and in relation to the player, and this is often evident in the type of co-presence they
share with the player. If a character is co-present but the capacity for one to affect the other is
uneven, this both reflects and reinforces a disparity in power. These power dynamics are often
codified, like in the player’s role as a pet owner or a character’s role as a mentor.
[Image removed due to copyright restrictions]
Fig. 26: The characters of Spider stare at each other. (author screenshot)
The vignette Spider from Vectorpark shows the effect that can be achieved by player
characters and NPCs merely existing in the same space and looking at each other. In this 3D,
third-person game, the player controls a five-legged bird-headed spider which is introduced
alone in a uniform green expanse. Within a few seconds, the player-character is joined by a
much larger character, a six-legged caterpillar-bird-dog, which runs towards the spider
enthusiastically. The speed and size of the bird-dog is initially rather intimidating, and it
seems like the player’s little spider will soon be squashed or eaten. But it soon transpires that
the bird-dog is not a predator but a fan, and only seeks to follow and gaze with fascination at
the player-character. The player can still move their little spider around the scene, but the
bird-dog is always close behind. If the player stops, the bird-dog stops. If the player-character
jumps, the bird-dog jumps back in surprise, but does not stop staring. Whether this fixation is
of love or curiosity is up to the player, though the bird-dog does constantly wag its tail. The
player-character, in turn, stares at the nonplayer character. The triangular beaks of both
characters make it clear what they are staring at. While the characters never touch (the bird-
dog even gingerly lifts its feet to avoid the spider if it gets too close), the effect of the gaze is
still profound. The spider is unquestionably the object of the bird-dog’s attention and while
the effect of being an object of the other’s gaze is intensified by the plain setting, the size
difference of the characters and the implicit predator-prey dynamic association of large birds
and small bugs, the fact of the bird’s constant observation is affecting in itself. To be watched is
the opportunity to affect another, with the intensity of that affect in proportion to the intensity
of the gaze. And that prospect is affective in itself. To be watched, and to watch the watcher
watching, is to be aware of yourself, another, and yourself in another’s eyes.
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THE GAZE
The gaze is quite an affective event. Fox and Bailenson state that a “gaze can be used to convey
information, regulate interaction, express intimacy, control social interaction, or facilitate task
goals” (150). John Berger defines the gaze as fixed on betweennness, stating “We never look at
just one thing; we are always looking at the relation between things and ourselves” (9). The
gaze is also an important factor in establishing and maintaining power between individuals
(Hoffswell 24; Fox and Bailenson 150; Kleinke). The gaze in games is formed and complicated
by cameras, and analogies to film can be made, especially in terms of the male gaze.
It is the gaze between characters where the differences between first-person games and third-
person games become most apparent. In first-person games friends try to look players in the
eye. But they can only guess where the player actually is and end up staring blankly out of a
screen. In third-person perspectives characters turn and face each other, and the player is left
a voyeur. One of the more interesting developments of gazing in games is the introduction of
VR goggles.
The mouse-like companion Quill of the third-person VR platformer Moss was designed to be
an emotional experience (Lico). She is cute, demanding, and continually looks to the player for
guidance and help as she scurries around a lush forest township solving puzzles. The player in
Moss is a ghost-like point of light who can move heavy objects around for the small animal.
Together, the player and Quill explore this wholesome world. One of Quill’s main strengths is
her awareness of and reactivity to the player. She looks into the player's eyes when asking for
help, after being patted, or if the player is inactive for a certain time. She communicates in sign
language, thus avoiding the disconnect of a sound coming through speakers instead of the
character’s mouth. She waves back to the player, but shows annoyance when the player
demands too much attention. These characteristics are made possible through the VR format
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of the game, and only enhanced by the player’s status as a ghostly, otherworldy creature
within the game narrative.
Lico states that one of the reasons for the affective success of the companion Quill was the
ability and willingness of the character to hold the steady gaze of the player. Quill has been
designed for maximum cuteness and emotional connection, but one of her more interesting
traits is the ability to look directly at the player. This is not new – virtual pets and companions
of first-person games gaze adoringly out of screens all the time – but the virtual reality
headset’s spatial knowledge of the player’s face and hands lends Quill the ability to look
straight into the player’s eyes. This is a charged event – as Berger remarks, “Soon after we can
see, we are aware that we can also be seen. The eye of the other combines with our own eye to
make it fully credible that we are part of the visible world” (9). Players in games are almost
never seen: it is their avatar who is addressed. The gaze of the nonplayer character is
redirected, or absorbed into an intermediary. To be seen is to be in relation to another.
Other games have used other methods of encouraging players to pay attention when NPCs
talk. Horizon Zero Dawn takes a more cinematic approach, switching cameras back and forth
between focusing on Aloy the player character and her interlocutor, and using fun angles and
the language of cinema to suggest things about the interaction. Conversations between Aloy
and Sylens (a cold, calculating, yet helpful character) are 'shot' looking up at Sylens and
looking down on Aloy, reinforcing the condescending tone of Sylens and his relative power
over Aloy. The camera always focuses close-up on Aloy's face – not just to show off her nice
hair rendering but to indicate that the player is more intimate with her and more interested in
her subtle responses than her conversational companion. Characters do not attempt to look
through the screen at the player: their gaze is turned slightly off-screen to indicate they are
talking to Aloy in the game world, not the player in their world. However, Aloy is still locked in
place until the conversation ends, meaning the player still has a stake in these interactions.
Robert Yang brings male gays’ male gaze into the logic of gaming in his series of games
Radiator 2. The ice-cream consumption simulator Succulent is an interesting case study for the
intense unbroken gaze of its three shirtless protagonists for the duration of its runtime. In
Succulent, a pastel void houses three identical beefcakes: a central figure holding an ice-cream,
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and two dessertless supporters behind and to either side. The player controls the central
figure’s wrist as he gracelessly fellates a popsicle, looking directly out of the screen. His two
chums also turn to look out of the screen, and encourage the player with appreciative nods as
the popsicle is ground down. This is a confrontational scene, but also an unbalanced one, as
the player is presented with the intense spectacle of a fierce figure aggressively seeking to
please – which the player can also control for the purposes of entertaining themselves, all
under surveillance by the character’s own earnest duplications. The player is confronted by an
NPC begging to be used, but also revelling in the power of being useful.
The spectacle of the powerless using the mechanisms of their objectification to draw attention
to their relative status is not new. In fact, as Steven Shaviro notes in Post Cinematic Affect, it is
a technique that has often been used by the oppressed. By taking the mechanisms of power
and performing them ironically and blatantly, the powerless lays the power relation bare. By
performing usability, the exhibitionist pleasure of being exploited, the popsicle-lover of Yang’s
Succulent reveals the status of NPCs in games as functional exhibitionists, deriving their
pleasure only from giving others pleasure. And the pleasure they give is what Shaviro
proposes is the predominant pleasure of our age – the pleasure of spectacle. Noting the ability
of the performance artist Grace Jones to inhabit animalistic, masculine and savage personae in
order to explode normative conceptions of black women, Shaviro observes the contradiction
of a critical inhabitation of mechanisms as depending on the continuing existence of the
power relations it seeks to destroy. Without the pre-existing implicit agreement that game
assets entirely exist for the benefit of the player (rather than the player being an equal part of
an already-existing whole), Succulent becomes incoherent, or emptied of its critique. Yang uses
the objectified object of the NPC to make a point about queer interpersonal dynamics and
representation of queer characters and queer dynamics in computer games. But in doing this,
he also makes a game about the alternative possibilities of interpersonal relations in games,
and an implicit critique of the kinds of games that can possibly be taken seriously, through his
choice of AAA aesthetic, NPC gaze and role, and queer performance.
DIALOGUE
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The back-and forth of conversation defines the game friend almost as much as the back-and-
forth of blows defines the game enemy. More has been written about the structures of human-
NPC conversation (Bateman 2021; Domsch; Ellison; E. Short) and how these are technically
achieved (Adams; Campano and Sabouret; Cross; Csurics; Mallon and Lynch; Mikkelson;
Treanor et al. ‘Social Play’) than how different dialogue conventions affect humans or NPCs
(Sali et al). Affect finds its way into the literature eventually though. The improvements
researchers propose for human-NPC conversations are predicated on the specific affect they
aim to achieve. Morrison and Martens propose that “to create richer, more believable
environments for players, we need conversational behaviour to reflect initiative on the part of
the NPCs, including conversations that include multiple NPCs who interact with one another
as well as the player” (1). Campano and Sabouret suggest that “Non Player Characters in video
games should be able to be impolite for a more believable behaviour” (1) and Fraser et al.
advise that their dialogue system “is designed to keep users engaged in the conversation … we
use emotion detection and emotional dialogue management to enhance the conversational
experience” (179). All NPC dialogue actions are triggered by something, but exactly what
affects NPCs and when depends on the type of dialogue system used. This next section will
look at these different systems, and discuss how NPCs are affected by each.
TYPES OF DIALOGUE
Morrison and Martens note that “conversations with non-player characters (NPCs) in games
are typically confined to dialogue between a human player and a virtual agent, where the
conversation is initiated and controlled by the player” (1). Players typically have control over a
conversation (E. Short). The programming of dialogue, the presentation of dialogue, and the
content of dialogue are all centred on the player. These aspects are interdependent and
difficult to tease apart, but are quite different to the NPC. The specifics of a dialogue’s code,
interface and content shape the NPC’s experience of a chat, but broadly speaking there are two
types of dialogue: conversational, where the player and nonplayer character exchange more
than one line, and ‘barks’, that the nonplayer character blurts out after some triggering event.
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As Emily Short explains, conversation is structured in code based on what designers think
players want out of it. If the player is talking with a nonplayer character about something
important, they may wish to repeatedly return to the topic and review the nonplayer
character’s lines. If the player wants to talk about more than one thing, they may want the
ability to quickly change topic. If the player wants conversation choices to have a meaningful
impact on gameplay, they may find that there are restrictions on the number of things they can
say. These player needs are tied to genre and role conventions, such that a player can come to
expect loquacious companions in an open-world role-playing game and taciturn opponents in
a platformer. These perceived player needs lead to different coding, interfaces and text. First,
let’s look at code.
If the player wants to have a heart-to-heart with an NPC, a common way to organise that long
conversation is through a dialogue tree. There are many kinds of dialogue tree, but a key
similarity is their branching structure. The player is presented with a choice of things to say to
another character, and the ensuing choice leads them down a certain path. At the end of the
path the conversation might be over, or the player might be able to choose another thing to say
to the character. Short notes that “the advantage of a tree-based structure is that it's
(relatively) easy to code, understand, and debug. The disadvantage is that it tends to a certain
kind of design rigidity, and conversation flow is … seldom very realistic”. Branching dialogue
can be quite complicated, with many levels of branches and looped connections. It can contain
conditions, with certain options only being available to the player in certain circumstances. It
can involve dependencies like whether the player-character possesses particular items, has a
high or low reputation, or is running around in the nud (Skyrim). But branching dialogue,
especially in conversations about multiple topics, can still leave the player feeling like they’re
being led down the garden path (Ellison 2), and give an implausible impression of robotic
patience on the part of the nonplayer character (E. Short). In this pseudocode example of a
typical dialogue tree, Short shows how player choices determine the conversational road that
both the player and nonplayer character will follow.
[Image removed due to copyright restrictions]
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Fig. 27: Short’s example of a typical branching dialogue tree structure (Short ‘Conversation
Design’)
In Short’s code example above, the player is always returned to a ‘hub’, a central place from
which players make decisions. This hub would be visually presented to the player as a set of
options. A set might comprise a list of whole sentences, topics, attitudes, or moods. In Short’s
example, the player would be able to choose from three options: a quip about werewolves, a
quip about wolfsbane, and a quip about Lord Fangclaw. Other topics can be discussed if the
player talks about Lord Fangclaw first. The code also shows that once a topic has been
exhausted, the player can choose to talk about something different. In conversations where
the player can talk to a character about a number of topics, it is difficult to find natural segues
between subjects. In reference to hub-based dialogue structures, Ellison comments “this
method of dialogue tends to create conversations strongly divorced from reality. The NPC
usually has infinite patience for the player's strange inquisitions, and every dialogue plays out
like an interrogation as the player keeps pressing the NPC for info. Furthermore, the player
hears a lot of the same lines over and over as he navigates between hubs” (3).
Other kinds of conversation structures exist to solve these problems. A simple branching
dialogue in which neither the player nor the NPC are given a choice about their lines allows for
a better conversation flow, though at the expense of player choice. Matleuf compares his
experience navigating Tales of Monkey Island, which uses hubbed dialogue trees, to Secret of
Monkey Island, which doesn’t. In Tales of Monkey Island:
“You'd choose from a list of dialogue options, each one branching off into a handful of
further options. Once all those were exhausted it'd boot back to the previous menu.
Rinse, lather, repeat until everything that could be said would be. This enabled the
player to see all the conversational content without having to reload a previous save or
replay the game. … it hurts the proceedings in a variety of ways. For one, conversations
would take too long. Each episode in Tales of Monkey Island starts with a good dose of
exposition with little interaction as the player clicks their way through dialogue. …
More importantly, it takes the fun out of having to carefully choose what to say, since
you know you'll eventually be able to say everything anyway.”
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Secret of Monkey Island had a different dialogue system. In this game, the player can only
choose one thing to say to an NPC, but this choice has no impact on the outcome of the game at
all. Players are free to choose the silliest option and receive a silly reply in return. Matleuf says
of Secret of Monkey Island, “No longer could you just keep picking the top option, confident
that you'd eventually click your way through all the zippy punchlines. You had to stop and
think what you wanted to say as the comeback would probably be pretty funny and something
you wouldn't want to miss out on.”
Short suggests both conversation flow and player choice can be maintained by using an atomic
model of dialogue. In this coding structure, dialogue options are presented one or two at a
time to the player, and have prerequisites for showing up. These prerequisites might be based
on how long the conversation has been going, what has been already been said, the mood of
the NPC, or details from the surrounding world.
Other kinds of speech besides back-and-forth conversation exist in games, and these are a
little easier to program. ‘Barks’ are short, innocuous phrases that friendly characters utter
when a player gets too close. The character might be thinking out loud to themselves or
greeting the player, but the ostensible effect is for “breathing life into a space, to really bring it
alive for a bustling, living feeling” and providing a “small but intimate glimpse into the lives of
[a game’s] inhabitants” (Mikkelson). In Skyrim, the content of barks can be affected by the time
of day, what the player-character is wearing, what they’re holding, if they’re sneaking, if
they’ve dropped an item, if they’ve taken an item, or if they’re in the NPC’s personal space.
Outside of conversation, NPC speech can be triggered by the usual things NPCs are triggered
by: proximity of the player-character, scripted events, changes to the NPC’s body, the player-
character’s body, or the world, the beginning or the end of a level, time, and location, though
the exact things that affect the production of speech and the content of speech depend on the
individual game. Like proximity can provoke an enemy into attacking, proximity can provoke a
friend into confessing whatever’s on their mind.
Skyrim offers one good example of contextual barks. If the player-character unexpectedly
enters their house nonplayer characters will ask the player “You lost?", "Can I help you?" or “I
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trust you're not planning any trouble. What can I do for you, friend?” Enemy characters cry out
one of twenty-two variations of “That's it? That's all you've got?" when the player hits them.
Depending on their race and mood, townspeople will say something like "Hey now, you be
careful with that fire" if they notice the player carrying an open flame. If a nonplayer character
is a vampire outside during an eclipse they will say "The tyranny of the sun is over!" (A nice
list of these one-liners and their conditions can be found at the Unofficial Elder Scrolls wiki.)
In some games, NPCs chat amongst themselves (M.U.G.E.N doesn’t offer competitive AI-
controlled chatting as an option unfortunately). In Skyrim, pub patrons tell each other about
their knee injuries as the player-character walks in. Stealth games like the Assassin’s Creed
series depict dialogue between nonplayer characters, either to create a sense of realistic
camaraderie between characters or to give a sneaking player the thrill of juicy eavesdropped
gossip (Domsch 256). In Final Fantasy VI characters whisper secrets to each other, even
though the player controls most of them and all text is presented in text boxes (the boxes show
phonetic whispering sounds).
After all that, there’s cutscenes. Action games sometimes implement cutscenes, during which
the player-character and nonplayer characters act out an important piece of exposition, but
the player is not in control. These scenes are like little films, though Short notes they are
usually one of the few places where a nonplayer character can appear to take the initiative.
HUMAN SPEECH ACTIONS
BjoH rk and Brusk have analysed dialogue structures in games for how they exhibit common
design choices in light of BjoH rk, Holopainen and Lankoski’s work on categorising ‘gameplay
design patterns’ (Brusk and BjoH rk; BjoH rk and Holopainen; Lankoski and BjoH rk 2007). Patterns
here refer to “reusable gameplay design choices as semiformalized and interconnected
descriptions that may turn design possibilities into explicit options” (Brusk and BjoH rk 1).
Lankoski and BjoH rk build on BjoH rk and Holopainen’s player-centred work in a series of papers
on designing more engaging and believable nonplayer characters (Lankoski; Lankoski and
BjoH rk 2007; Lankoski and Bjork 2008; Lankoski and HelioH ; Lankoski et al.). Following on from
this, Brusk and BjoH rk show how these gameplay design patterns apply to game dialogue in
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particular. However, their way of categorising patterns is not particularly intuitive and often
mixes player actions, game actions, player character actions, and emergent things. They
identify a few player conversational actions:
• Single Initiative Dialogue: the player acts and the game reacts; the game does not take
initiative (3)
• Interruptible Actions: a player acts to interrupt an NPC (2)
• Canned Text Responses: a player acts to further dialogue along a dialogue tree (3)
• Free Text Communication: the player can type whatever they like and the game will try
to understand it (3)
• Cut Scene: the player acts to initiate a cut-scene (3)
• Location-Specific Dialogue: the player takes conversational actions in a specific location
(3)
• Character-Specific Dialogue: the player takes conversational actions with a specific
character (3)
• Context-Specific Dialogue: the player takes conversational actions in a specific context
(3)
• Relation-Dependent Dialogue: the player takes conversational actions having formed a
specific relationship with a character (3)
• Affective Communication: the player acts to modify the NPC’s mood or disposition
towards the player (3)
This obviously isn’t an exhaustive list. The dearth of academic and game design texts about
player conversational actions and their associated interfaces suggests that it is an
underappreciated area. Finding analyses of dialogue from the nonplayer character’s point of
view is even more of a challenge. With that in mind, let’s start at the beginning.
The first thing players do to affect nonplayer characters through dialogue is to initiate it. For
non-conversational speech they can perform one of the bark-triggering actions as described in
the previous section. Starting up a conversation might not be a deliberate action either. The
player might just find themselves automatically talking to a guard in The Elder Scrolls IV:
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Oblivion if they’re caught stealing a nirnroot. But when players choose to converse, by clicking
on or walking up to a character, they do so through an interface.
Instead of acting through the player character’s body, players usually speak through an
exegetic intermediary in the HUD which is invisible to the game inhabitants and evident only
in its effects. That games have dialogue interfaces that are different from other kinds of
interaction can be affective to the player in itself. Short notes “When all conversation takes
place in its own interaction mode and is separate from the other action of the game (which
stops for the duration), the NPCs come to seem as though they primarily inhabit some other
plane of existence from the player character”. Different interfaces means players face different
choices to make in a conversation. The player’s part in the conversation might involve typing
complete sentences into a text parser, speaking into a speech parser, choosing from a list of
something. Sometimes the player’s role is just to mash buttons to prompt characters into
exchanging predetermined lines. Or the player’s only choice might be whether to get a cup a
tea while they wait out a cut-scene.
Sali et al. found that “holding the rest of the game steady, changing the dialogue interface
produces significant changes in gameplay experience. Further, these changes shape
perceptions of the system well beyond the interface and its operation” (179). They compared
three different dialogue interfaces: natural language input (the player types whatever they like
and the game tries to understand what they mean), dialogue menus that specified the exact
words the player-character would say, and dialogue menus that presented some abstract
approximation of what the player-character might say (showing a shortened version, a topic,
an attitude, or an emotion, for example). Sali et al. found that while abstract responses were
preferred by designers, they felt less conversationally natural to players, and made them
speculate on the mechanics of the game. Full-sentence responses, on the other hand, were
disliked by designers who felt like they were too long to read and created distance between
players and their avatars, but liked by players who weren’t bothered by reading time and felt
more engaged in the narrative of the game. Natural language inputs were considered a huge
technical headache by designers, and somewhat error-prone, and made players feel that they
had less control over the game than the first two dialogue interfaces. However, players enjoyed
and engaged with the natural user input more than the other options. Sali et al. conclude that
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“game dialogue interfaces have a profound impact on the experience of gameplay” (186). As
Short notes, “The world of gaming dialogue is not quite divided into ‘Façade’ and ‘everything
else’”, though it has to be said that there is a lot more scripted dialogue in games than there are
natural language parsers.
In Red Dead Redemption 2, dialogue options are contextual. The player has access to different
speech acts depending on the circumstances they’re in. Dialogue options are presented on the
lower right hand of the screen, alongside other interpersonal actions. There are usually two to
five options, which the player can select with a click of a mouse or a press of a controller
button. The options are generalisations of tone: typically ‘aim weapon’, ‘rob’, ‘greet’, and
‘antagonise’, with the name of the nonplayer character underneath.
[Image removed due to copyright restrictions]
Fig. 28: The player can cheer or heckle Aldridge T Abbington in Red Dead Redemption 2.
(author screenshot)
Once the player chooses one of these options, the player character says something
appropriately hostile or cheery, in his own words. Subtitles appear if the character says a long
sentence, but don’t always appear for short phrases.
Both the player-character’s and nonplayer character’s words might be conveyed through
audible speech, subtitles, a text box, or a combination. The voice actors might be speaking the
player’s language, an unfamiliar language, or gibberish (or, as in Animal Crossing, familiar-
sounding, localised gibberish). Voices and text might be constructed out of words spliced
together (Adams) or reproduced in full. Though it has fallen out of fashion in recent games, a
trend for a while was the silent protagonist. In an effort to immerse the player in a blank slate
of an avatar, some games’ player-characters were mute, either to the player or to both the
player and the game world (Domsch 253). As Miozzi points out, this sometimes results in
bizarre scenes where all the nonplayer characters in the game are happily chatting away while
the player-character stands around awkwardly.
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A particularly interesting example of the silent protagonist and of weird dialogue interfaces is
the speech-craft wheel from Oblivion. Speech-craft is a skill in this game, and if players get
good at it they have a higher reputation among NPCs and can charm their way into or out of
sticky situations. Oblivion has a pretty standard conversation system, with players able to
choose one-word topics from a list to prompt an NPC to riff on. But at the bottom of the
dialogue menu is a small square with a face on it. Choosing this leads to a kind of mini-game of
abstract repartee. In this rather bizarre interaction, players quickly and wordlessly flatter,
threaten, impress and humour an NPC in quick succession. The NPC offers some short verbal
quips and brief facial expressions during this process. If, after this, the NPC is sufficiently
buttered up, they might tell the player extra information, give them a better price, or let them
off the hook for a crime.
[Image removed due to copyright restrictions]
Fig. 29: A cropped image of the persuasive speech-craft minigame from The Elder Scrolls IV:
Oblivion. (author screenshot)
It’s hard to avoid awkwardness in conversations with NPCs, especially with interfaces like
these. As a result, many modern games let the player skip through dialogue, dramatically
decreasing the amount of time players have to stand around listening to an nonplayer
character. Talking to an NPC isn't really like talking to a human or an animal. It's not even
really like talking to Siri or Alexa. Players have a pretty clear idea how conversations will turn
out (Treanor et al.), and normal rules of politeness are out the window (Campano and
Sabouret). Domsch further points out the disadvantages of verbose nonplayer characters. He
recalls the phrase “I used to be an adventurer like you, then I took an arrow in the knee” from
the game Skyrim (256). This was a throwaway phrase, something a guard would say to the
player as they walked by, or a pub patron would say to introduce themselves. However,
Skyrim’s casual dialogue repository was so small that it quickly seemed to the player that
every third townsperson was a lame ex-swashbuckler. Instead of indicating individual
quirkiness, the line of dialogue emphasised the generic souls of Skyrim’s population.
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The lack of player choice can also be affective. When the player controls a silent protagonist or
a taciturn player-character this limitation can bolster the impression of the player-character
as their own being with their own way of doing things. The player might like to ask Sylens of
Horizon Zero Dawn about the ethics of human-chicken relationships in video games, but Aloy
isn't interested, and so the option isn’t presented to the player. In some circumstances, like
dating sims, the limitations of dialogue seem like the boundaries of polite conversation, so that
the player's choices are constricted by decorum rather than the decisions of a game dialogue
writer.
NONHUMAN SPEECH REACTIONS
The effect of dialogue on NPCs is profound. Players’ speech is powerful, having an effect on
NPCs like a law or force. The player's dialogue choices can change the course of a game, and
can change the life of an NPC. In Skyrim, for example, one sentence from the player
determines whether Lydia becomes an adventuring companion or sits around forever in an
empty castle. Lydia only starts following the player if the player chooses the dialogue option
“Follow me. I need your help.” Once the player has said this, she is bound to the player,
following them everywhere and battling creatures on their behalf, until the player tells her to
leave.
For a game about yelling at lizards, the player’s voice seems to have a powerful effect on
Skyrim’s townsfolk too. In an example of conditional dialogue, the player can woo and wed
characters if they have an Amulet of Mara in their inventory and the nonplayer character is
positively disposed towards them. These player attributes affect the nonplayer character’s
conversation options before the player even speaks to them and affords further affection. If
the player owns the amulet, proposing out of the blue becomes an available dialogue menu
item in every conversation with a friendly nonplayer character. Sweethearts (other than
Serana) will either say yes immediately or send the player on a simple quest before saying yes.
After that, they will be waiting on the steps of the temple the next day. If the player finds
themselves busy and doesn’t show, they just reschedule the wedding. The marriage ceremony
is similarly straightforward, with both the player-character and the nonplayer character
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declaring their commitment. This speech act has permanent effects; divorce is not an option in
Skyrim. Marriage changes a newlywed NPC’s affective capacity. They can be ordered to do
chores, they can be asked for money, and they confer oblique benefits on the player (in a
beautiful example of game logic, if the player-character goes to sleep in their house with their
spouse they receive a 15% boost to skill-learning unless they are a werewolf). The nonplayer
character is affected by marriage in ways other than domestic servitude, however. If the bride
or groom was already a companion of the player-character, they become immortal. They move
into the player’s house, if the player has one, or share their house with the player if they don’t.
If this house is in a different city, they might change job too. They can create meals without the
aid of cooking equipment. Speech acts, then, can uproot a nonplayer character’s life.
Short’s code above focuses on the actions players take. There are a number of ways NPC
usually respond to these quips. Each of the player’s statements might have a corresponding
line written for the NPC, so the character just respond to the player’s call. The NPC might have
a set of answers from which they randomly choose. The NPC might secretly check the player-
character’s pockets and look them up and down to see whether the player has the right
requirements to hear one answer or another. Or the NPC might do a combination of these
things, choosing a random answer after the player satisfies their requirements, or adding a
random wisecrack after a scripted line.
Nonplayer characters also change themselves by speaking. They mostly do this by taking
secret notes during conversations and remembering past conversations. If a player has
already talked to a nonplayer character before, they might refuse to speak or give a short
rebuff. Nonplayer characters can also register information about the player-character and
modify their future speech based on their observations. Hades is an exemplary example of this.
In Hades, repeating the same levels over and over again is the whole point of the game, and
nonplayer characters are in on the joke. As well as commenting on the player’s achievements
and items, NPCs recognise the player-character and say something a little different every time
they die and come back. The player can even act as a go-between for two separated characters,
advancing the conversation through their rotation through levels.
[Image removed due to copyright restrictions]
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Fig. 30: A nonplayer character in Hades recognises the player-character, admiring them for
playing the game repeatedly. (author screenshot)
[Image removed due to copyright restrictions]
Fig. 31: The player insults a stranger for no reason in Red Dead Redemption 2. (author
screenshot)
Nonplayer characters also have good memories in Red Dead Redemption 2. In Figure 31 above,
after the player has insulted the stranger, the stranger runs away from the player-character,
yelling conciliatory remarks. If the player ever encounters the stranger again, he will be wary,
or even run away from the player before the player has a chance to call him a tiny mushroom
brain again.
Nonplayer characters can also invite themselves to parties or change their orientation to the
player during conversation. In the Oblivion example above, the player works to improve the
nonplayer character’s disposition towards them, making them more or less friendly. The Final
Fantasy series is infamous for nonplayer character betrayal, where characters who appear
friendly turn into enemies halfway through a conversation. In the first example of this, a king
in Final Fantasy asks the player to collect his lost crown from a cave, a very ordinary friendly
request. When the player returns with the magical item, the king transforms into a demon and
fights the player. Initiating conversation with the king switches him from a friend to an enemy.
G. Smith also observes that “Final Fantasy VII sometimes switches insiders and outsiders as
the context changes”. In Final Fantasy games, in the process of talking, nonplayer characters
join the player’s team without the player being consulted at all. Conversation results in a
character changing from an ordinary NPC into a kind of player-character themselves.
Nonplayer characters’ conversation actions can change the animation of the character. A facial
animation might be linked to a certain point in the conversation, the character might
demonstrate an action, or the character might transform into a new shape. Animation in
games is a huge topic, but what is is important for this thesis is that it can be prompted to
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change, no matter the mechanics of what happens afterwards. Characters in games behave like
Spinoza’s stone – they keep doing something until they’re made to do something else. The
animation of their 3D models or the substitution of their 2D sprites is part of an overall
behaviour. It can be thought of as an appropriate outfit a nonplayer character wears for an
occasion. If a player in Oblivion plays the speech-craft minigame with a nonplayer character,
for example (see Figure 29), landing on the “joke” quadrant will, all things being equal, prompt
a smile from the nonplayer character. Things being unequal, like the reputation of the player-
character and the nonplayer character’s disposition towards them, will prompt the nonplayer
character to grimace or show a blank expression. Facial animation has moved on since
Oblivion, but the fact of its situational prompting remains.
The most significant way an NPC can affect the player is to give the player a task. Nonplayer
characters can “literally tell the player what to do!” (Mikkelsen) through quests, hints and
advice. Warpefelt’s typology gives further insight into this behaviour. Quest-givers “often are
there to provide the player with a diegetic interface to quest management, to provide the
player with the mission, and then to reward the player when they have completed the
mission” (38). In open-world role-playing-games like Skyrim, ‘radiant story’ AI means NPCs
never stop literally telling players what to do. As Delahunty-Light puts it, “Played all those
Dark Brotherhood assassination contracts that never seem to end? Trawled through Vex’s
limitless supply of thieving jobs? … Radiant story produces those kinds of simple, repeated
fetch quests, designed to ensure that you always have something to do and with enough
variation … to keep you from repeating exactly the same quest over and over.”
When an NPC proposes a quest to a player, they are inviting the player to participate in an
affective exchange with them. In Skyrim, when a player agrees to a quest, that quest is added
to a journal, and markers appear on their map. In a quest called “Grin and Bear it”, for
example, a character called Temba Wide-Arm expresses her hatred of bears, and asks that the
player kill ten bears and bring the skins back to her. The player can go out and hunt for the ten
bears or just buy ten bear pelts from a shop. If the player returns to Temba with the skins,
Temba will give them an enchanted weapon. If Temba dies after that, the player will also find
that she has left them a small inheritance. This is a pretty basic quest, but it serves as a simple
example of the kind of affective arrangements players can get themselves into.
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The content of NPC speech obviously affects players, or at least it’s supposed to. Characters’
style and content of speech is tied tightly to their function. A game’s quantity and quality of
speech is linked to genre. Domsch observes that the more emphasis a game puts on narrative,
the more dialogue it includes (251). Adventure games, for example, are often set in
complicated fantasy worlds that require a lot of explaining. But adventure games also promise
adventuring, and players want to get to the action. In the Final Fantasy series, this tension is
resolved by short, snappy sections of characters’ colourful storytelling. G. Smith observes that
“because players are frequently impatient with character speech in games, sometimes seeing
these spoken interludes as obstructions that keep them from more interesting battle
scenarios, the dialogue in games needs to be particularly pithy and efficient.” However, he
argues that dialogue in games is ‘freer” than that of film or television because games do not
have to rely just on dialogue to move their plots forward. Instead, periodic enemy battles
provide a sense of urgency and action. Interpersonal drama can be driven just as effectively
through blows as with barbs. Dialogue in games, then, is free to fulfil functions other than plot-
moving, and is often used for worldbuilding, backstory, and giving a sense of history.
Mikkelson explains that such dialogue makes the player “feel really involved and immersed in
the world as opposed to just an onlooker” [emphasis in original]. This conception of dialogue
as a method of telling the player about the world and their purpose within it is common, but
necessarily positions the player as an outsider. They are just an onlooker until they are invited
into the world by a friendly local.
Conversations, especially in older games, are big events, as both the player and the nonplayer
character stop what they are doing, turn to face each other square on, talk without fiddling or
performing any other action, and often do it at a cinematic camera angle. When a player
decides to converse with a character in The Elder Scrolls IV: Oblivion, the camera zooms in on
the character's face, so they are large and central in the player's vision. This mimics the effect
of attentiveness in that the character is really the only thing the player can see, but it's a
clunky approach that reproduces the effects of being affected rather than producing the
desired affect. It also makes interaction with nonplayer characters seem both separate from
the rest of the game, and more intimate.
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[Image removed due to copyright restrictions]
Fig. 32: An example of a dialogue interface from The Elder Scrolls IV: Oblivion. (author
screenshot)
In Oblivion, conversation topics appear in the bottom left-hand side of the screen. The player
can choose from any number of these topics, and the NPC will respond patiently to each
abrupt change of subject. Most Oblivion residents are massive gossips, so ‘rumors’ is almost
always an option. The player character does not have voiced lines, and their speech is not
subtitled. The player is left to guess exactly what their player-character would say and how
they would say it.
HOT DATE
[Image removed due to copyright restrictions]
Fig. 33: The interlocutor of Hot Date is unimpressed. (author screenshot)
Romance games, visual novels and text adventures offer players the greatest opportunity to
affect NPCs through dialogue choice. Hot Date is a dating simulation game about the timely
seduction of self-involved pug dogs. The game is set during a speed-dating session in a dingy,
dim cafe. The player is presented with a talking dog and has a limited but unknown amount of
time to get to know them. These dogs all use the same 3D model but have different body
language and facial expressions, which gives them distinct personalities. They start the
conversation by introducing themselves. While the player cannot choose their interlocutors,
look around, or walk away from the table, they can choose questions of varying silliness from a
menu on the top-left of the screen, and type in nouns when asked to by their date. Actions are
limited to the player choosing when to speak, selecting set questions from a list (albeit rather
a large list), and typing in responses as prompted. The game is controlled by the mouse and
keyboard, but these do not power movement of the player character’s body, rather movement
of the conversation. Engagement is maintained by the unpredictable emotional reactions of
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the dog, and the acerbic nature of its comments. These emotions are shown in the body
language of the pug, which exhibits human-like reactions, and the content of its comments.
The player can monitor these signs for a sense of how the conversation is going, and so tailor
their questioning approach accordingly. The pug has an opinion of the player on a spectrum
from “extreme dislike” to “like”. The player can influence this through their choice of question.
The aim of the game is unclear. A happy romance is not possible, as all the player's potential
dates are weirdos who will cease to exist after a few minutes. The player can certainly try to
make each dog love or hate them to the greatest extent possible. The player can try to deeply
understand each individual dog they come across. Or the player can just try to get through all
the funny dialogue options. It is difficult to maintain the dogs’ interest or avoid offending
them. Even if the player does somehow get a dog to like them, there is no future for the
relationship as the paramour is soon replaced with a new surly suitor.
In Hot Date, the player has the odd experience of interacting with a fictional being who has
completely written them off. In games terminology, the dog is no longer immersed in the
game. The player is not worth bothering with; the player is less affective. This is actually a
rather liberating experience. The player can interact with the pug as a nonplayer character in a
game instead of keeping up the fiction of speed-dating. After a few dates with these
judgemental dogs, it is less of a temptation to discover the inner lives of the animals than to
see how far they can be pushed in one direction or another. The player’s list of predefined,
surreal questions also prompts the player to start playing flippantly. This emotional distancing
is not only a result of the enormous amounts of insults the player has to endure from
successive sanctimonious paramours, but also a desire to experiment with the game itself. The
game invites frivolous play; the dogs obviously aren’t taking the situation seriously either. It
becomes a pursuit of affect for the sake of affect, the player acting on the dog just to see what
happens, the dogs disengaged in turn. Through this, the game moves from the player playing
with the NPC, to the player playing with the rules of the game itself. The game become less of a
situation in which an NPC’s psyche can be explored, than one in which the total affordances of
the games’ programming can be revealed.
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Dating games ask the player to form a non-normative romantic attachment that cannot be
fulfilled in conventional ways. Hot Date preemptively scuttles any chance of love by presenting
the pugs as horrible people, so the player is also off the hook for not being a genuine suitor.
Neither the player not the NPCs are suitable partners, and so in the context of romance they
arrive on equal terms. The awkward mechanics of small talk serves as its own reward.
FEELINGS
NONHUMAN FEELINGS
To a friendly NPC, a human player is a repetitive, demanding, myopic character who moves at a
frustratingly slow and inconsistent pace. From an NPC's point of view, the human is the one
who is boring and nonsensical. The player’s existence compels the NPC into new ways of
being, but the player-character is also bossy, incredibly slow, keeps getting distracted with
invisible things and can’t perceive obvious things. The roles of humans and NPCs determine
what they can be to each other, and this not only limits the potential design of game
characters, but makes the possible human response to those characters similarly robotic. It's
fun to act as a leader, making all the important decisions and setting others the work you'd
prefer not to do. But the result of this is that the player becomes a boss, othered from their
NPC allies not only by their differences in material embodiment and conscious awareness, but
in their place in the world. Plumwood remarks that hyperseparation in labour “is often
framed in a mind/body dualism in which mind people control body people” (207). She further
points out that the idea of a naturally servile, mindless class is a very old concept (84). While
the role of the player is that of a leader who makes decisions and sets tasks, the experience of
the nonplayer character consists of responding immediately when called. But the player of a
game is also subject to the calls of the game’s design, forming a loop of affective power. As
Anable puts it, “Video games ask us to make choices, and they ask us to operate within the sets
of constraints or rules that govern those choices” (xii). Hammer and Baker further this point
in saying “In a computer game, these rules can’t even be negotiated with; they’re enforced by
code” (2).
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NPCs feel drawn to humans. The appearance of a human is an exciting event in an NPCs
existence. NPCs are launched into new behaviours, compelled into new animations, activated
by new functions, and otherwise oriented like a compass to the player’s north. The NPC's
experience of the player is that of a god (reflected in the word ‘avatar’). The NPC discovers
capacities they didn’t know they had. Their brief existence before the appearance of the player
seems idle. They can only react, even if the player is unaware of what they are reacting to.
These directions are mostly internal, within the NPC’s code, although the NPC has no
preference whether commands come from orders or urges. However, some NPCs have choices,
and some degree of randomness. Their programming may give them the ability to react
differently to the exact same stimulus. What NPCs feel in that case, is what Nash would call
autonomic aleatoricism (20), or a pre-individual dependence on chance.
Friends’ representation of emotions can affect the player’s ability to act in the game. Happy
friends, Isbister observes, cheer the player along and lend moral support (228). Friends also
express fear and disagreement. In Ico, as the player guides Yorda through the castle by the
hand, she occasionally hangs back and shakes her head, afraid of a wobbly surface or
vertiginous height. Yorda is weaker than the player and needs constant assistance. She helps
the player, but she also needs help from the player. Although the player controls only the body
of Ico, Yorda and Ico are a team, and the game can only be completed if the player makes
Yorda's skills and needs central to their strategy. This mechanic also features in The Last
Guardian. The game makes it clear that the boy is the main, playable character, and Trico is a
mysterious, independent other. But the player really controls both characters, one directly
through buttons, and one indirectly through the boy’s suggestions. That The Last Guardian’s
controls were criticised for being unreliable and glitchy only emphasises that players of the
game were controlling a relationship rather than an individual.
THE LAST GUARDIAN
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The Last Guardian is a game about learning how to work with huge unwieldy frustrating
beasts. In it, a small boy and a large chimera must solve puzzles together to escape a
dilapidated castle. The player plays as the unnamed boy, who affects Trico through voice
commands. The boy is small and clumsy and Trico is the size of a small elephant. Both
characters start the game injured and wary. It is clear that in the world of the game, these two
are traditional enemies. Trico needs to be befriended and fed before it will follow the player,
but it does not rely on these treats and pats for survival. Instead, the player relies on it to
navigate the oversized landscape. Like other NPCs, the beast is player-oriented, but what
makes The Last Guardian and other virtual pet games interesting is that the win-state of the
game requires the player to be NPC-oriented. The player must take interest in the state of the
NPC’s body and mind in order to progress in the game. As in most virtual pet games, the player
character is invulnerable while the pet itself is prey to all kinds of ailments and afflictions. The
aim of the player is to maintain the animal’s body and shape its behaviour.
There is no HUD (heads up display) in The Last Guardian. There are no weapons menus or
inventory. This is a cinematic game in which everything the player can use is an object present
in the world. There is no pausing the game to check on supplies or to switch between rifles;
there (apparently) is nothing the player can see or access that Trico can’t. This makes the
game seem less like a game and more like a situation.
The first task of the player is to earn Trico’s trust. From the beginning of the game it is clear
that the player’s focus must be the beast. He clearly needs help – he is chained to the ground,
is impaled by spears, and hungry. Given that there is nothing else to do, and Trico is the large
grey thing in the room, it falls upon the player to assist. By tentatively approaching Trico (not
quickly, not near his face), the player-character can seize one of the spears and remove it. The
player has the option to run away at Trico’s howls, or to pat the animal in its distress.
Investigating further, the player learns that they can grab onto the animal. It can be climbed, it
can be ridden. Trico is still wary, and still seems like a dangerous creature. There are barrels
scattered around the level. Barrels, as all game players know, contain valuable loot. But these
barrels cannot be opened by the player-character. After moving the barrels within reach of
Trico, the player finds Trico crunches it up (the barrel is as big as the player character himself)
in one go, demonstrating intimidating destructive power. The player-character cannot be
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damaged in the traditional game sense, and neither can Trico. However, they can present
distress, and this, rather than health bars or quantified stats, is the player’s motivation for
keeping both happy. The game at this point is entirely centred around the emotions of an NPC.
The player and Trico move through the castle haltingly. As well as the abilities of walking,
climbing, jumping and grabbing, the player also has the ability to call Trico and pat Trico.
These abilities are mapped to buttons on the player’s game-control device, indicating their
importance to the gameplay. The player, being small, continually has to crawl through tunnels
or shimmy along ledges to unblock some gate or activate a mechanism to clear a path. With
the player-character on his back, Trico can jump long distances, move huge obstacles, and
blast things with his electric tail. It is clear that neither could escape the castle on their own.
Trico’s design is friendly, but also truly chimeric. His body is covered in grey feathers and he
has four pink bird feet. In shape he is somewhat like a griffin, though his face is like that of a
dog or possum. He has small wings, which allow him to jump and glide, and small, broken,
blue horns on his head. He has a long tail which fluffs out at the end. From the size of his wings
and horns, his uncertain demeanour, his skinny form, and the proportions of his face, he seems
young. Trico moves nervously but lithely, like a cat. He is pretty damn cute. A chimera in
behaviour as well as form, he communicates in dog-like, cat-like, bird-like and NPC-like ways.
His messages are subtle and the player must play close attention to his body language.
This chimeric design helps make Trico attractive to a wide range of people. Spinoza notes that
“simply from the fact we can conceive, that a given object has some point of resemblance with
another object which is wont to affect the mind pleasurably or painfully, although the point of
resemblance be not the efficient cause of the said emotion, we shall still regard the first-
named object with love or hate” (141). So when Trico the digital chimera sits back and
scratches his ear with his back leg, it reminds the player of their own pet cat doing the same
thing, and although neither the pixels on the screen nor the specific act of scratching is
inherently lovable to the player, the image is pleasurable from its association with an existing
pleasurable thing, and so the player goes ‘aww’. The resemblance carries the affect over from a
memory into the present situation.
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This association, however, can also lead to unfavourable comparison. In a study of how players
felt about the dogs of a VR virtual pet game, Lin et al. investigated how emotional connection
with real pets affected their expectation for virtual pets. It turns out humans compare virtual
animals to real animals constantly, and this affects their perception of the virtual animal. Two
particularly disappointing aspects of virtual pets were “(i) the dog's reaction to external
stimulation, such as fetching or petting, and (ii) its behavior patterns, such as walking or
running.” (5.1.2).
Trico judges the player silently. It is unclear which player actions influence his opinions. It is
clear that some counters are counting and some variables are varying, but there is nothing
other than Trico’s emotional display to tell the player they are doing well. The player can pat
Trico, feed him and command him, but he offers no immediate response, just stores it in his
memory. The player’s actions are meaningful to the character, but the player does not know
how. The chimera’s inner world is a mystery, but unlike other game characters, an intriguing
mystery. In reviews of the game players noted that Trico doesn’t like being ordered around too
much and spamming the controls seems to make Trico ignore the player (emily_). Whether
Trico’s unpredictable behaviour is subtle and realistic or the result of a terrible AI is a source
of much fan discussion. There is a lot about the game that is clunky. In an interview, the lead
designer Ueda seems to suggest that this inconsistency was both intentional and difficult to
maintain during development, saying “You might call Trico to come over and he doesn’t come
over. Since I’ve been working on this in development for years upon years, I’ll go ‘c’mon, just
come over.’ [laughs] I get irritated. Then, I have to remember: if I’m a player who’s never
played this game before and they call Trico over and he doesn’t respond, that’s the more
realistic response. Trico’s an animal that doesn’t follow logic, the logic that we humans would,
so it’s actually a positive thing. That’s the thing that I always need to keep in mind. The longer
you play, the more logical you tend to try and make things, and that’s something we have to
resist [as a developer]” (Klepek). The Last Guardian is often criticised for having unsteady
controls and being too finicky to handle. The cameras often end up at weird angles, the player-
character doesn’t reliably respond to controls and Trico doesn’t always do what he’s told.
These flaws were particularly frustrating when the player had to act quickly or precisely, but
they also added verisimilitude to the child character. The boy seems clumsy, tired, and not
quite comprehending what he’s supposed to be doing. He seems out of his depth. These
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inadequate beings who are both flawed in the game world and flawed as game characters
demonstrate that better friends can be made out of worse friends.
HUMAN FEELINGS
From the amount of research that exists into making game friends better, humans seem to feel
disappointed but hopeful about game friends. No doubt someone enjoys game companions,
but in the game design literature (including this thesis), NPCs are positioned as a problem to
be solved. Most work into human feelings towards game friends, then, emphasise player
dissatisfaction in order to posit a solution to it. Human feelings towards NPCs might be
broadly categorised through the lens of game design literature into successful feelings
(feelings that designers want players to have) and unsuccessful feelings (feelings that players
don’t want players to have).
NPCs make humans feel awkward. In designing NPC behaviour in Skyrim, awkward behaviours
indicated areas of NPCs’ AI that needed to be revised. “When every time I drop something on
the ground, half the town comes over, it is starting to get really silly” the lead designer
Nesmith, interviewed by Lenhardt, remarks. In a study of virtual pets, Lin et al. found that
players felt weird about virtual dogs. This feeling, however, was connected to different aspects
of the virtual animal. “We found that participants commonly attributed their negative reaction
to the appearance of the virtual animals, which could elicit feelings of disgust or fear.
Conversely, positive emotions were most often attributed to the behavior of the virtual
animals. For instance, some participants cited that the way the virtual animals ran or
responded to lights made the animals seem fun.” (Lin et al. 5.1.2)
As Lin et al. show, the appearance and behaviour of an NPC has some bearing on what players
feel toward them. Headleand et al. observe that the represented species and gender of an NPC
elicits different behaviours from players, which may indicate different feelings. Role and
player expectation also influence how humans are affected by NPCs. Guckelsberger et al. state
that “in a qualitative study on companion behaviour, a player said ‘I dislike that [the
companion] prioritises getting to the exit herself over helping [me] first’, stressing the delicate
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balance between support and independence” (1). Warpefelt (2015) argues that if designers
want players to feel something specific or particularly strongly, they must make sure that
“NPCs must act in accordance with the expectations of the players … it is of the utmost
importance that NPCs are designed in such a way that they look feel sound and behave in
accordance with what is signalled to the player” (1).
When designers want players to feel awful deliberately, they make the player lose something.
“Many video game players and designers consider making players cry the ultimate proof of a
game’s emotional effectiveness” Frome states (156). Zagalo et al. further point out that “The
videogames industry has tried to find solutions to this problem of interactive sadness for a
long time” (45). Both Zagalo and Frome conclude that when humans cry about games, they
usually cry about the unfortunate fates of their sidekicks, who have mostly died sacrificing
themselves for the player. Zagalo et al. don’t take a strictly Spinozan approach to sadness, but
come to the same approximate understanding of sadness as a passive, low-energy state. They
observe that it’s hard to induce such a feeling of disempowerment in a medium about action
and control, and note that most of the more celebrated sad moments in games involve
cutscenes or reduced interactivity (46).
BETTER, FASTER, STRONGER FRIENDS
Making game friends better is a thriving area of research. Much work focuses on how to make
game friends more believable, with methods like realistic behaviour, subtle emoting, emoting
more subtly and frequently, becoming more aware of and reactive to their immediate physical
and social context, and of course, navigating doorways.
Grace notes, “the relationship of mechanics in games is like relationships, also complicated”
(42). Many approaches have been taken in creating affective friends. One common approach
has been to create stable personalities for NPCs (Arrabales et al; Bates; Georgeson and Child;
Khoo and Zubek; T. Short). These researchers posit that a distinct personality not only forms
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the foundation for an NPC to consistently and idiosyncratically act and react to the world
around it, but makes it more human-like (and therefore better) in the eye of the player.
According to Higino et al., Kasap et al. and Verhagen et al,, the meticulous construction of a
good solid identity provides the foundation for an NPC’s dynamic and naturalistic behaviour.
Nonplayer characters, to Lankoski and BjoH rk, are part of a “designers’ means to control their
players and guide their gameplay” (2007 416). They agree with most other scholars that
believability is the key to making nonplayer characters more affective (416) and argue that in
order to be considered believable humans, nonplayer characters in games should acquire
some “Awareness of Surrounding, Visual Body Damage, Dissectible Bodies, Initiative, Own
Agenda, Sense of Self, Emotional Attachment, Contextual Conversational Responses, and Goal-
Driven Personal Development” (416).
NPCs work best when they are alone with the player. In a group, they do not engage in the kind
of communal dynamics that humans find natural and comfortable. They seem awkward and
gruff around their digital fellows. NPCs’ focus on the player character as a source for meaning
and action comes at the expense of other social relationships. It’s notable when NPCs interact
with each other, whether it’s the player coming across a fight between NPCs in Skyrim, a fight
between dinosaurs in Ark: Survival Evolved, or a fight between cowboys in Red Dead
Redemption 2. In a mirroring of the origins of human-NPC relationships, it seems the initial
way that NPCs are beginning to interact with each other (unscripted) is through violence.
Interest has grown in the ability of NPCs to work together with each other and together with
humans in group tasks (Abraham and McGee; Afonso and Prada; Bailey and Katchabaw; Dimas
and Prada; Gruenwoldt et al.; Higino et al.; Jansen; Verhagen et al.). Gruenwoldt et al. note that
“one thing that modern video games still lack … is a sense of relationship or social network
binding the characters and objects in the game world to one another” (2), and Jansen observes
“In most current computer games … artificial intelligences do not really cooperate with their
companion. They co-exist beside their partner, doing their own tasks, without attacking the
partner player” (1.1) while Afonso and Prada remark that this is something players
desperately want. NPCs have close relationships with the player, but distant relationships with
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everything else around them. In order to be pleasing to the player, then, they should care less
about pleasing the player and focus more on having well-rounded lives.
Some of these researchers have specific tasks they would like nonplayer characters to be able
to perform, and identify deficiencies in current design practices. Verhagen et al. explain that
“to enable NPCs to display behavior consistent with our expectations of human player
behavior, and to be able to form teams of NPCs as well as hybrid teams consisting of humans
and NPCs, the internal NPC model needs to change” (1). In order for players to happily and
productively work in mixed teams of humans and nonplayer characters, nonplayer characters
need to change to become more human-like, they argue. Verhagen et al. further note that most
nonplayer characters have no awareness of their social context, and so can only act based on
their physical environment and programmed desires. Knowledge of “status, roles, norms in
place etc.” (1) is important for getting along with humans well.
Nonplayer characters are single-minded beings who have problems reading rooms and going
with flows. This, Dimas and Prada, argue, is because the identities of NPCs are rigid and fixed,
in contrast to the more fluid, situated, and dynamic identities of humans. If NPCs are to be
richer characters, they posit, they must also become more contextual and malleable people. If
they are to act naturalistically and believably in a group setting (whether a group of NPCs,
humans, or a mix of the two), they must take the lead from humans and be self-conscious
wrecks like the rest of us. This, of course, requires that they are aware of their context in the
first place.
When humans encounter other humans, they search for telltale expressions of an essential
inner character (Isbister 5; West and Zimmerman 129). They recognise "something that can
be conveyed fleetingly in any social situation and yet something that strikes at the most basic
characterisation of the individual” (Goffman, quoted in West and Zimmerman, 129). Small,
subtle mannerisms build up into indications of a whole personality type. What humans see
when they encounter others is a performance of a deep, stable identity. But what nonplayer
characters express to others about their essential natures is a complete lack of it. Their
essential nature isn’t something intrinsic to them, but something constructed for them for a
purpose. “A character becomes a game character once it is integrated in the game’s mechanical
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system which requires the player’s non-trivial effort to progress from one state to another” as
Blom puts it (10). Players evaluating nonplayer characters must take into account both the
character’s absence of an inner self, and their performative expression of that self. Nonplayer
characters are in a tricky spot when it comes to being recognised as individuals with their own
unique personalities, because what is fundamental about them is their artificiality. Not only
can nonplayer characters not express an essential nature, most players won’t even look for
one, instead assuming qualities of their characters from their relative role or their context
(Warpefelt 2015). Players encountering nonplayer characters know that they aren’t real
people. The more nonplayer characters try to appear to be people, the more they fail. When
NPCs try to do humanness, they always appear to be falling short or overcompensating.
NPCs would be better people, McDonnell et al., Korn et al., and Kasap et al. argue, if they
reacted more immediately and intensely to their environment. NPCs often don’t react to
events within normal human ranges of time and expression, instead offering delayed and
underwrought performances. These unconventional reactions can be a source of comedy,
especially when an NPC appears nonchalant or oblivious of unusual things happening around
it. Making NPCs more dramatic involves researching what makes humans so dramatic and
trying to replicate the basics during game development. Korn et al. have a good overview of
this process and compare the different emotion models game designers use in their work
designing emotionally expressive rock trolls. Suffice to say, trying to figure out how human
emotion works and then programming that model into an NPC to make them affectable in
certain ways and so express represented feelings properly is a tricky process.
Many researchers talk as if the pinnacle of nonplayer character design would be making a
character indistinguishable from a human, in behaviour if not in appearance. While that
certainly would be cool, it is also worth thinking about ways in which nonplayer characters
could be better without them having to be more human-like. Nonplayer characters are already
quite good at lots of things – being frustrating, being persistent, being efficient, being silly,
being predictable – and although these qualities are the result of convention and technological
limitation, they can also be said to be the nature of the beast. Nonplayer characters don’t need
to be very technologically sophisticated to perform the sorts of tasks people require of them
(Khoo and Zubek), and much of what is necessary can be achieved with good art rather than
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novel programming. Much of what makes Trico and the lizards of Rain World appealing is their
good looks and smooth moves. And because these characters are not trying to be human, they
cannot fail at being human; they can succeed at being weird cool game characters rather than
trying to reach Turing test standards. This view also positions NPCs as something designers
do to players, as tools for affect, which, as Brice (2017) notes, requires players to “hop into a
dark space and keep our fingers crossed that the other person knows what they’re doing”
(80).
As Johnson and Verdicchio observe in the case of social robots, “It is not that we have
discovered a new entity and are poking and prodding it to figure out what it is. Rather we are
at once creating a new type of entity and simultaneously asking what it is. This process is
especially complicated in the case of humanoid robots because of their human-like
characteristics and the trend towards making them more and more human-like” (292). Trends
towards making nonplayer characters more or less human-like in any way is a decision
humans make. But particular humans make them for particular reasons. One frequently cited
reason is market forces. Johansson notes that game designers think players both cannot
accurately evaluate increases in NPC complexity and aren’t that interested in it anyway (206),
and so putting in extra effort to make the best NPCs ever probably wouldn’t result in the game
developers being especially popular or financially successful afterwards. NPCs don’t even need
to be improved at all if their marketing is good enough, or links are made between advancing
computer abilities and all-over gaming goodness. As Rouse says in reaction to the over-hyped
promises of the PlayStation 2’s processing abilities, “it seems that calling the PlayStation 2’s
enhanced graphics chip-set the emotion engine is most likely a buzzword some clever person
in the marketing department dreamed up rather than anything an intelligent game designer
would use to describe such technology” (Rouse 6).
Not to propose another model of human emotion for games, but let’s talk about Spinoza. NPCs
are affected, and they are affected in ways specific to their kind. To embrace a Spinozan game
design ethic would be to recognise NPCs not as a kind of human-lite, but as something that is
always individuating within a constantly changing and relational context, and working to
enhance those individuating tendencies. A good example of Spinozan design is Vectorpark’s
work Spider, discussed above, and Ball, discussed in the next chapter. Spinoza could also be
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used in an attempt to make NPCs more affectable in a human way. A Spinozan view of affect
does not require actors to have solid identities or even solid bodies in order to be affected. For
a human, to be affected is to form associations between unrelated things that happen to occur
at the same time, or in the same place. Through memory, these associations build up over
time. Keeping in mind that people can be affected by imagined or remembered objects just as
intensely as anything else (143), this means that people exist within idiosyncratic networks of
meaning, constantly affected not only by things around them, but what those things remind
them of. As Mateas says about the potential of AI, the advantages of more sophisticated AI that
can observe and associate are that it could generate more “behaviour that a player can read
meaning into” (1).
To make an NPC more like a Spinozan subject, then, means making them remember. If an NPC
is to be affected like a human, this memory must not only store information about specific
events, objects, and people, but document co-present events, objects and people, and create
connections between them. Kasap. et al. have looked at implementing memory in NPCs for the
purposes of better emotional expression in interactions with humans. Their model creates an
emotion engine for NPCs that feeds events through a simplified personality which affects how
the NPC reacts: “the virtual character’s personality … alters her appraisal of the event” (23).
This engine includes a memory for emotional events, meaning that an NPC who experiences
something positive or negative will carry that impression over to similar events. The NPC that
Kasap et al. has designed then, can form an impression of a human player, can modify that
impression over time, and can react to the human player based on that appraisal.
Where Kasap’s NPC experiment innovates is not only in sophisticated emotion processing, but
its positioning of the player. When NPCs are programmed, they are programmed with a certain
interaction and a certain kind of player in mind. The designers intend for the player to act a
certain way; they have an ideal player (Aarseth 2007; Sicart 2008) in mind who plays exactly
how the designers would like them to, and seamlessly and frictionlessly experiences the
designer’s pure intentions. Kasap et al.’s NPC does not have a preference for how players will
behave toward it. The player can act any way they like and the NPC will react to that specific
behaviour, rather than the assumed action of the ideal player. NPCs are not usually
judgemental people. They doggedly stick to their task no matter what is going on around
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them. They don’t have the ability to play along when the player is acting silly. Their rigidity
means they provide a predictable and reliable experience, but only if players follow a
complementary script to the NPC. By making their NPC judgemental, Kasap et al. has
paradoxically freed players to behave as they like.
However, this dynamic is specific to an academic, experimental setting. In other digital
environments, it might not be so charming. Making NPCs more human-like might have
unexpected drawbacks besides its impossibility. The social awkwardness of NPCs can be a
factor in their likeability. As the thousands of Oblivion memes show, NPCs can be appreciated
for their unique weirdness. Much pleasure can be had in watching Skyrim’s dragon get tangled
in a tree and explode (oOFrostByteOo), killing, cooking and eating a baby dinosaur an inch
away from its emotionless mother in Monster Hunter (Sterling 20:30), or following random
oblivious people around for the whole day in Red Dead Redemption 2 (DefendTheHouse). The
Sims franchise is arguably entirely built on these strange player-NPC interactions (Martey and
Stromer-Galley; McGuire). By aiming to make NPCs less like uncool weird robots, designers
may have the unintended effect of making NPCs less like the cool weird robots they actually
are.
Such a framework always sees NPCs as fundamentally lacking: they are not human and so they
are less than human (except in the rare case where they are the evolutionary precursor to
some apocalyptic AI, see Whitby and Coeckelbergh for further discussion on this). If the
alterity of the NPC were accepted, new design directions could be found that both increased
the complexity and believability of the NPC without making them compete against humans for
humanness. This does not even have to result in any adjustments to existing conceptions of
personhood (though that’s probably a good idea in any case).
OBLIVION
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The capabilities of Oblivion’s now-kneecapped NPC AI system are almost mythical at this
point. Aerothorn, bitmob, Delahunty-Light, Hughes, Lenhardt, and Mullon all recount the story
of how Oblivion’s Radiant AI system was so powerful, and made NPCs so lifelike that it had to
be diminished so the self-willed characters didn’t run amok and ruin the game world for the
player. Radiant AI was a system developed to make the NPCs of Oblivion more complex and
lifelike. It gave each NPC a daily schedule to follow, gave them strong motivations, memories,
personalities, and attachments, and kept track of their interactions with the player and each
other. It was an attempt at procedural behaviour. Oblivion’s NPCs get out of bed in the
morning, sit at their breakfast tables, go to their workplaces and perform work animations,
head down to the pub at lunchtime, meet with their friends for a weird chat in the afternoon,
sit at their dinner tables, and get into bed in the evening. They don’t just stand around in one
spot waiting for the player to find them, they have their own simulated thing going on. But
something went wrong with Radiant AI. It became too powerful, and NPCs started behaving in
strange ways. Intelligent ways. Ways that would not be advantageous to the player. In an oft-
quoted example of the full power of Radiant AI, game designer Emil Pagliarulo recalls:
In one Dark Brotherhood quest, you can meet up with this shady merchant who sells
skooma [an addictive drug]. During testing, the NPC would be dead when the player got
to him. Why? NPCs from the local skooma den were trying to get their fix, didn't have
any skooma, and were killing the merchant to get it! (bitmob)
Radiant AI promised NPCs that lived their own lives and behaved in spontaneous,
idiosyncratic ways. It aimed to create a functioning world of simulated townspeople for whom
the player was not the centre of their lives. But it is unclear even fifteen year after Oblivion’s
release whether Bethesda really did hobble the world’s best NPC AI system because it was just
too good, or whether it was all just marketing hype. Bethesda has never released the code for
its Radiant AI, so no one has not been able to check if it could actually do what its designers
claimed (see Aerothorn, Hughes, Hacker News, and the two Wikipedia talk pages for some
heated forum discussions on this). The beautiful potential of Radiant AI can only be found
through anecdotes and spurious unsourced claims.
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In a paragraph that has been copied and pasted around the internet so many times an original
source cannot be found, Oblivion’s Radiant AI apparently resulted in these strange and
unacceptable scenarios:
The following are examples of unexpected behavior discovered during early testing:
• One character was given a rake and the goal "rake leaves"; another was given a
broom and the goal "sweep paths," and this worked smoothly. Then they
swapped the items, so that the raker was given a broom and the sweeper was
given the rake. In the end, one of them killed the other so he could get the
proper item.
• Another test had an on-duty NPC guard become hungry. The guard went into the
forest to hunt for food. The other guards also left to arrest the truant guard,
leaving the town unprotected. The villager NPCs then looted all of the shops,
due to the lack of law enforcement.
• In another test a minotaur was given a task of protecting a unicorn. However,
the minotaur repeatedly tried to kill the unicorn because he was set to be an
aggressive creature.
• While testing to confirm that the physics models for a magical item known as
the "Skull of Corruption," which creates an evil copy of the character/monster it
is used on, were working properly, a tester dropped the item on the ground. An
NPC immediately picked it up and used it on the player character, creating a
copy of him that proceeded to kill every NPC in sight.
This particular copy-and-paste is from Wikipedia’s The Elder Scrolls IV: Oblivion talk page
second archive. While these anecdotes are widely used to describe the effects of Oblivion’s
fully-powered Radiant AI system before it was toned down, it cannot be verified. When bits of
this text appear in academic articles, they also reference forum posts that have no original
source. These behaviours are obviously very cool, and some of them could possibly
understandably justify reprogramming a game. Some of these seem like normal bugs, some of
them seem like interesting emergent behaviour, but some of them seem very unlikely.
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The NPCs of Oblivion, then, are always compared to the fully-realised, self-actualised beings
they could have been. They are not only a disappointment compared to real humans, but also
to their idealised former selves. As Robert Mullon pointed out in a review of Oblivion on
AlteredGamer,
Upon playing the game the player will notice that an archer isn’t just another
“cardboard cutout” but actively prowls the forest to hunt a deer; similarly, a citizen
stops after work-hours and retires to a favourite inn. In principle this should go some
way towards the creation of a more immersive and more believable environment;
however, in practice its execution really seems nothing more than regurgitated
heuristic-algorithms with a polished marketing name. The Radiant AI system was
rarely commended mostly due to the fact that actors behaved the exact opposite way
intended. Rather than give each NPC a distinct personality, the new AI system
effectively created a world of clones following the same schedules and actions.
The history of games marketing is the history of disappointing game releases. Oblivion’s NPCs
are a joke now not only because of their surreal glitches and relatable awkwardness, but
because these flaws point to a failed ambition. They create an image of the kinds of people
they tried, and failed to be. What is not addressed in lamentations of Oblivion’s Eden of AI is
why it was ‘dimmed’ in the first place. The consensus among commentators and game
journalists seems to be that it was changed to make the social world of the game neater and
more comprehensible for the player, and so important characters didn’t get killed before the
player reached them (Aerothorn; bitmob; Dafaure; Hughes; Mullon;). Whether Oblivion did
have a fantastic AI and removed it for player comfort can’t be known from current available
sources, but it’s interesting to note how readily accepted this story is. The dimming of
Oblivion’s AI is a tale about how player comfort and comprehension is, and should be, centred,
even when it leads to bad NPCs. And conveniently, the problems with Oblivion’s NPCs all come
about because the developers are just too good at their jobs.
Oblivion’s NPCs really are just bizarre sometimes. They do affect players, but not in the way
the designers intended. Compilations of their weird speech and behaviour have become a
popular topic on YouTube as quintessential examples of NPC strangeness. The reprogramming
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of their AI gives an excuse for this behaviour. Apocryphal tales from Radiant AI present it as an
Eden of NPCs, and the reprogramming as a downfall. Radiant AI probably wasn’t as good as its
legend has it, but the idea of what NPCs could become remains embedded as part of Oblivion’s
experience.
CONCLUSION
Affective friends in games have been a fertile topic of research because they are a challenge to
design well. The perceived requirements of friendship means that friends present unique
challenges that make them particularly difficult characters to create. Designing friendship
often relies on the cutting edge of AI technology, and so the failures of game companions
reveals the limits of game technology. Good game companions have to be acutely aware of the
player and react to them quickly and appropriately. Even when the game companion isn’t
trying to simulate a human this is a difficult ask. But when game friends are human-shaped,
expectations are even higher. Creating believable characters has been a goal of games research
for some time. But what is believable is not only a technical challenge, but a challenge to
imagination. Game characters will never be perfect simulations of humans, so the task is to
make players care about them in spite of that fact (or even to appreciate them for their non-
humanness).
It is more difficult to design a friend than an enemy. Apart from the issue of doorways, friends
are asked to do more complicated tasks. Because more is required of them, they have more
opportunity to fail. Friends are tasked with simulating friendliness. One way designers try to
achieve this is to make characters visually appealing according to conventional
understandings of attractiveness. Another is to design the mechanics of the game so the player
and the NPC rely on each other to fulfil the player’s goals. In this model of friendship, NPCs
offer the player resources, and the NPC and player spend a lot of time together. Through co-
presence in an emerging narrative, the player and the NPC hopefully develop as characters
together. Because all aspects of friendship cannot be included in a game, the actions designers
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choose to include reveal both what they think are the essentials of friendship, and what
computers are capable of in terms of simulating human behaviours.
Serious attempts have been made in the pursuit of good game friends. Oblivion's Radiant AI,
whether its wilder stories can be believed or not, was a real effort in making more
independent NPCs who lived in a self-contained world. Oblivion’s designers had the goal of
creating a world in which the player was a part, not the whole. Its NPCs were given the
semblance of self-determination for the purpose of creating a real ecology and decentering the
player. These characters are the butt of jokes now (and were at the time), both as a result of
game development decisions like cutting corners on dialogue writing and voice acting, but
also because giving more freedom to a computer program to act does not always result in
naturalistic human behaviour. While many point to the dimming down of Oblivion’s AI as the
source of its NPCs’ clunkiness, their awkwardness more likely comes from the fact that they
tried to appear human-like in the first place.
Trico of The Last Guardian and Floyd of Planetfall are two of the more successful
developments in game friendship. There are a few factors to their success. Floyd succeeds for
a few elements not relating to his design: the text-based, narrative driven, sci-fi inspired
nature of his game, and his novelty at the time. But there are commonalities between Trico
and Floyd that point to a possible way forward for designers wanting to make good, affective
companions. They are both non-human characters. The player relies on them to get them
through the environment, and cannot act without them, Floyd is human-like in his ability to
communicate, and is also human-shaped. But his robotic body, and Trico’s animal body, mean
that the player expects robot-like and animal-like behaviour from them, rather than human-
like behaviour. The perception that animals and robots are less capable than humans works in
Trico and Floyd’s favour, as players are pleased with what the characters can do, rather than
disappointed at what they can’t. The two characters are also constantly by the player’s side,
and the player relies on their unique abilities to move through the game’s landscape and plot.
They are also vulnerable, requiring the player’s attention and care. And their narrative was
tragic – two innocent beings caught up in difficult circumstances, who respectively die and are
exiled, for the benefit of the player at the climax of the game.
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Sophisticated technology isn’t required for good game friendships, but it does help. And it also
helps if designers design backwards from what they hope to achieve from friendship rather
than trying to make friends fit into a world made for player characters (i.e. if NPCs keep
getting stuck in doorways, design worlds with bigger doorways). Friendship has to be taken
into account when designing the levels and mechanics of the world, otherwise the relationship
feels unnecessary. And players cannot be friends with NPCs at all if they are unwanted.
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CONCLUSION
NPCS EXIST
Discussions of the problems of NPCs’ affective capabilities have overshadowed the realities of
how humans and NPCs actually affect each other in games. Though the fuss about the ethics of
human-NPC relationships seems to have died down a bit in the past decade or so, the majority
of literature concerning them is still focused on how such interactions subsequently affect
human relationships, whether in a positive or negative way. Furthermore, where affect is
discussed, it is usually in terms of a lack or excess, and this is located in the NPC itself rather
than the interplay of NPC and human. NPCs are either too affective or not enough, and both
are a problem to be solved. Either way, they are important. “The most important dimension for
storytelling in games is that of agents/characters. This indicates that the most effective way of
creating ludo-narrative content is to invest in character-creation, by making the characters
rich, deep and interesting.” Aarseth says (132). This thesis continues the tradition of finding
fault with NPCs by acknowledging that they often aren’t that great, but identifies the solution
to this problem in the structure of the game world rather than the superfluous or deficient
qualities of the character or the player. It also comes to an ambivalent stance towards the
affective capacity of NPCs, acknowledging the affective work they do perform and seeing their
underwhelming or odd impact as part of their charm.
This thesis came from a dissatisfaction with NPCs that wasn’t rooted in any mechanical or
representational failure on the part of the characters, but in the ways players were called to
perceive and act towards them. It tries to achieve a few (too many) things. Firstly, it argues
that decentering the player will result in more affective human-NPC relationships. Secondly, it
tries to achieve this decentering in a small way itself by describing the ways in which NPCs
affect and are affected when a player plays a game as intended. Thirdly, it uses an ecofeminist
lens to explain how power differences between subjects are formed and maintained in games
the same way they are in other contexts. Overall, this thesis hopes to be one possible answer
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to the vague question ‘what if we took NPCs seriously on their own terms’. This conclusion will
give a quick overview of these arguments, but primarily it will look to certain games,
especially small indie games, to see what can be done in terms of making relationships
between humans and NPCs weirder and cooler, in an effort to achieve the aims stated above.
NPCs are blamed for a lot of problems in games and the world, and if NPCs had any sense at all
they would point their digits right back. NPCs aren’t failing so much as they are being failed.
This seems strange to say about fictional things with no existence prior to their fabrication by
humans, but as long as NPCs are made as useful things and not as affective beings, they will
not be able to be as interesting and realistic as they could be, and as everyone wants them to
be. This thesis comes down pretty firmly on the side that instrumentalist relations in games
are a concentrated and simplified reflection or reinforcement of a pre-existing ideology rather
than a creator of them. In other words, NPCs aren’t inherently bad, but the ways players treat
them mirrors how the powerful treat the powerless in other contexts. Little evidence suggests
that NPCs have significant effects on humans, but quite a lot of evidence suggests that humans
significantly affect NPCs.
That this thesis relied mostly on free, cheap, discounted and borrowed games that could run
on old PCs speaks to both the huge numbers of indie games made by people who receive little
to no money from them, and their importance to advancing computer games as a medium.
That small indie games can be essential, widely recognised and badly compensated says
something about success in the games industry and the intractability of a lot of its problems.
When larger games experiment with new ways to relate to others, like The Elder Scrolls’
Radiant AI and Radiant Story, old relationship models somehow seem to become even more
entrenched, albeit in a new procedural way. Games need new relationship models, and need to
experiment with non-normative ways of being with others. It is for this reason that queer and
independent games form the basis for this conclusion’s optimism.
Nonplayer characters are not player-characters. They have a clunky name, but it’s a perfectly
accurate one. It reveals the complete interdependency of the player-character and the
nonplayer character. Like the self and the other, the player-character and the nonplayer
character cannot exist without each other. A nonplayer character cannot exist without a
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player-character (Ball being an arguable exception), and if we take a nonplayer character to be
a concentrated embodiment of a game’s affective intentions, the player cannot either. That
might be a bit of a fudge, but NPCs are inextricable from their context and attempts to
individuate them are doomed. They are not separable from their game environment, they
cannot survive outside the game they are in. Their code is the game’s code, their behaviour is
shaped by rules and prompted by external events, their body is a temporary arrangement of
impersonal dots. NPCs are not different from humans or other animals in their ontological
indefiniteness. But as M.U.G.E.N., merchandise and fan fiction show (and Blom expertly
details), game characters are also ideas and exist in the minds of humans. Like other groups
subject to power, they are defined from the outside. But because they don’t have an
independent self to refer back to, this puts their affective capacity in a weird spot.
Games can be said to operate in an affective economy in which particular affective states and
intensities are valued, and certain exchanges are normal to make. In a Spinozan sense, nature
is the only individual around, and the rest of us poor sods are modes, territories (to use a
Deleuzean term), or instances (to use a games programming term) who are not separate from
our affective relations or “plane of consistency” (environment or background) (Deleuze ii).
This means that computer games and their constituent parts, as things that exist, are just as
part of (Spinoza’s capital-N) Nature as anything else, and are as affecting and affectable as
anything else. How affect works in digital spaces then, is not so different from any other space,
though game-ness is its own affect or its own specific place (as discussed by Huizinga in his
conception of the magic circle, itself critiqued by Consalvo). Chang reminds us that in games,
“emotion becomes part of a player’s apparatus for negotiating virtual environments” (75);
“emotions are not secondary to the base functionality of an organism, but are instead vital,
innate cognitive tools that it uses to navigate and react to its environment.” (75).
Since game characters don’t have a body, a soul, human-like self-awareness, a continuous
existence, or an ability to freely communicate, their ability to define themselves is limited. As
an unconscious object, their lot in life is to be described by humans. And so the question of
whether players or game designers have the final authority over the true identity of a game
character is unfortunately inevitable, but still interesting. This problem was exemplified by a
series of articles about RimWorld, a game which found itself at the centre of a small
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controversy in 2016. RimWorld is a third-person top-down management-simulation game
about a group of stranded astronauts building and maintaining a small society on a hostile
planet. In it, the god-like player must keep characters alive, build and maintain a habitable
environment, and combat outsiders, by assigning tasks to the astronauts. The game was softly
released in 2013, with many updates and patches added until its official release in 2018. In
2016, the developer added the ability for characters to socialise with each other, and the
journalist Claudia Lo looked at the source code of RimWorld to find out why straight male
characters couldn’t stop driving themselves into depression (Lo). It turned out that straight
male characters would automatically attempt to romance any attractive woman, no matter
their paramour’s sexual orientation or if they had already been rejected. Their perpetual
fruitless wooing of attractive lesbians resulted in the male characters’ moods perpetually
decreasing, which had an effect on the kinds of actions they could undertake and the social
dynamic of the space colony (RimWorld is programmed according to Spinozan conceptions of
pleasure and pain). But in looking at the code, Lo found other interesting drivers of
RimWorld’s character behaviour. Straight women and bisexual men did not exist in the game:
all female characters were either bisexual or homosexual, and all male characters were either
heterosexual or homosexual. Male characters only found female characters between the ages
of 20 to 40 attractive, but female characters only found older male characters attractive. Being
repeatedly romantically rejected affected the male characters’ mood, but being repeatedly hit
on did not affect the female characters’ mood. Male characters always hit on characters they
found attractive, but female characters only hit on characters they found attractive about 12%
of the time. As Lo noted, “this scenario mirrors a common narrative about romance, sexuality,
and relationships between men and women. It is not at all uncommon to hear stories, in media
and in real life, of how men ‘just can’t help themselves’ around beautiful women, and to hear
how devastating it is for men to be rejected by the women to whom they are attracted.”
Although the effect of this code was only a problem because male characters were making
themselves less useful, the cause of this bug had an interesting source in the ideology of the
developer.
By the time of the official release of RimWorld in 2018, this relationship system had changed
to include bisexual male characters, heterosexual female characters, and a more complicated
system of attraction and romancing. Though it is pretty funny, the interesting part of this
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kerfuffle is not the details of the sexuality coding per se, but the debates it prompted. Because
female characters rarely hit on anyone, and because male characters always hit on female
characters, female characters almost always ended up in relationships with male characters.
Gamers argued about whether the female characters really were bisexual because they were
coded to be equally attracted to female and male characters, or whether they were
heterosexual because they were only ever seen by the player to be heterosexual. This
argument about the essential qualities of RimWorld’s characters and who gets to define them
mirrors debates about authorship in other mediums and discussions about bisexual erasure.
But because games have literal codes by which characters operate, and much about
Rimworld’s characters’ behaviour is situational and emergent, the discussion has to be a little
different.
In the comments of Lo’s article, the developer of the game, Tynan Sylvester, argued that the
female characters of the game were not inherently bisexual or gay: they were not inherently
anything. “People tend to think of game characters as people, but they’re not. They don’t have
internal experiences. They only have outward behaviors, and they are totally defined by those
behaviors, because that’s all the player can see, and the player’s POV is the only one that
matters.” (Sylvester, quoted in D'Anastasio 2016). Sylvester argued that his code was not the
definitive arbiter of a character’s deepest yearnings, the player’s experience of the game was,
and RimWorld’s coding gave an impression of heteronormativity to the player. In Sylvester’s
argument, the player gives the final meaning to the characters’ actions, not the developer, and
definitely not the character.
The comments on Lo’s article held a few positions. Most players noted that no matter the
game characters’ identity, the bug was really annoying and had to be fixed (CartonofMilk in Lo;
modzero in Lo; Orillion in Lo; Swanny in Lo). They also conceded that the game was still in
development and still had a lot of work to be done on it, so the current flaws should be seen as
temporary glitches (cocoarico in Lo; meeper in Lo; Revil in Lo; Swanny in Lo; Walsh in Lo).
Many argued that fictional worlds, and especially computer games, do not have to reflect
reality in their social dynamics (aepervius in Lo; Chaotic Entropy in Lo; klops in Lo; Tacroy in
Lo), and furthermore, discussion of fictional characters’ fictional sexuality was really silly
(Calculon in Lo; pepperfez in Lo). Some said that games should be judged only on the merits of
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their entertainment value rather than their realism (PancakeWizard in Lo); some said games
that model social systems have a responsibility to model them well (flashlight_eyes in Lo;
shde2e in Lo; syndrome in Lo). A few suggested that most games don’t even try to have a
social system, and that the headaches of setting one up and exposing it to critique puts
developers off trying (Cmaster in Lo; Daemoroth in Lo; nickylee in Lo). An argument
developed between people who said that it was important for games to represent women and
queer people accurately (Armillery in Lo; bouchacha in Lo; DoubleG in Lo; Michael Anson in
Lo; Vigil in Lo), people who said it wasn’t (dauw in Lo; NickAragua in Lo), and people who said
that RimWorld’s modelling seemed pretty spot on to them (aepervius in Lo; Faxanadu in Lo;
MrUnimport in Lo; Scelous in Lo). Sylvester said that the coding of his characters reflected his
experience of other people’s bisexuality, in that women were universally bi-curious and
bisexual men were actually gay, and cited a number of surveys that apparently supported his
observation (TynanSylvester in Lo). A widely-shared concern was the effect of various
ideologies on the development of games and representation of characters (bouchacha in Lo;
Lambert2191 in Lo; modzero in Lo). Many people unhappily acknowledged that ideas about
how the real world works and how the real world should work has an effect on the
development and the player experience of fictional worlds.
One of the things at stake in this case is the search for something persistent at the core of
computer game characters. Who gets to be in the search party is a part of that problem and
what characteristics count as an identity is another. Interestingly, Sylvester’s argument that
RimWorld’s female characters presented as heterosexual to players and that’s all that
mattered, did not gain much traction among commenters. The code, for the commenters, held
the truth about the characters’ identities, not the players’ observations. Part of this is the
difficulties of bisexual representation. It’s hard to tell if someone’s bisexual by just looking at
them – you have to ask them. NPCs cannot be asked. They are always defined by someone else,
and their basic definition is not a player character. As beings defined by a dualistic negation,
it’s not too surprising that nonplayer characters aren’t fully realised, well-rounded individuals.
They are representatives of a system rather than individuals, embodiments of game
mechanics, and so the enjoyment for the player comes from figuring out and manipulating the
system rather than deeply appreciating its components. The true identity of NPCs is slippery,
unable to be pinpointed, and so inherently queer in its frustrating (for some) or unimportant
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(for others) absence. “The problem,” as Brice succinctly puts it, “is getting people to care about
the subject on top of which a system is mapped” (78), but game characters can never escape
the kind of power that Foucault calls subjectification – the assigning and fixing of identity.
They are always going to be defined by what they appear to be to others, whether by game
code or appearance.
RimWorld’s genre has to be taken into account when discussing the fundamental inner truths
of its characters. RimWorld is a simulation game, and has no linear storyline: once the initial
events are set up it’s up to the player to stop/help the world falling into chaos in their own
preferred way. The player is a god-like figure who has no avatar in the game world, but can
assign tasks to and view statistics on individual astronauts. Simulations like RimWorld do not
have an established series of events but rely on players to construct their own personal
narratives from the events that emerge from the gameplay. Sylvester’s call to define characters
from their behaviour over time rather than from their predetermined attributes follows from
his creation of a story that cannot be described beforehand, only experienced through.
Because RimWorld’s characters are affected by random events and change over time,
Sylvester’s resistance to the idea that they have immutable identities is understandable. The
game and its characters are supposed to be about the player defining their world for
themselves. However, the predetermined attributes Sylvester did program resulted in a world
full of characters who unproductively hit on lesbians all day. As representations go, it isn’t a
totally inaccurate one. Orkin posits that “today, players expect more realism, to complement
the realism of the physics and lighting in the environments” (3), but game characters only
present a drag realness. Their identity is made in concert with those that observe them,
individuate them and subjectify them.
The problems of nonplayer characters comes in part from trying to represent them as human-
like but still designing them to be essentially inferior to the player. “Animals and robots are
generally seen as lacking in some respect by comparison to humans; they have less value and
less or no moral status.” Johnson and Verdicchio remark (292). Coupled with Paepcke ‘s
observation that “the expectations we bring to interacting with robots will influence our final
perceptions of those robots and the ways in which we interact with them.” (4), it seems like
nonplayer characters are defined in relation to humans before they even exist. Despite
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advances in AI and animation, the emotions of nonplayer characters just aren't as affective to
players as the emotions of another human. This isn't just a case of graphics quality or snappy
dialogue: while players can accurately recognise the kinds of emotions nonplayer characters
perform, they also recognise that nonplayer characters are machines programmed to fulfil a
role, rather than beings with genuine desires and inner worlds. But a player being affected by
nonplayer characters exactly as they would be by a fellow human is not a realistic standard.
Nonplayer characters affect players in unique ways, and this unique affection is wonderful in
itself. Opportunities to relate to NPCs in new ways can be found in their repetitiveness, their
reliability, and their strange senses, without essentialising them.
THEY AFFECT PEOPLE
NPCs do affect humans, though perhaps not in the way everyone would like. Importantly for
this thesis, humans affect NPCs too. A nonplayer character does not have human emotions
because it does not have human awareness of the ways in which it is being affected. But
nonplayer characters do register some affect, in some limited and unfamiliar ways. When a
game starts or an area loads, some parts of an NPC are activated, waiting for the player to
come across them. When an NPC is touched, its hitbox registers a collision, information that is
given or taken by other processes. When an NPC is within the camera’s view, it acquires a
rendered body and an increased ability to act. When an NPC is triggered into attacking or
chatting, it follows a branching series of actions. When an NPC dies, it is instantly gone, or
instantly replaced with an inert representation of itself.
These are not isolated processes but done in concert with the player. The NPC is affected by
the player’s actions and the player is affected by the NPC’s reactions, as well as their
anticipation and memory of similar events. Despite what Spinoza says about adequate and
inadequate ideas, actions and reactions are not so easy to tease apart, even for the most self-
aware. von UexkuH ll helps in this regard through his theory of the umwelt, or how inner worlds,
or more specifically the subjective perceptions of affordances, work. Just as nonhuman
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perceptions must be accounted for in biology, as von UexkuH ll argues, they must be accounted
for in any thorough understanding of affect in games.
Like all nonhumans to a human, or any subordinate to an authority, the umwelt of NPCs is
hard to grasp and it can be dangerous to both parties to try. The empathy games trend of the
early 2010s wasn’t about finding soulmates in NPCs specifically, but it does have lessons to
teach about approaching otherness in games. When players were called upon to relate to
others in new ways, things didn’t go so well for the others being related to, Pozo writes. “The
concept of ‘empathy games’ is problematic because it sets the expectation that games of this
sort are responsible for making more privileged players care” Ruberg and Scully-Blaker
concur. Games were distributed without knowledge of the designers, games intended for
specific audiences were used as ‘empathy tourism’ by other audiences, designers were not
being credited or compensated for their work, and empathy games quickly became about
commodifying marginalised experiences for mass consumption and the spectacle of trauma
(Pozo). Appreciation of otherness and exploitation of otherness were quickly conflated.
Otherness is always something that those in power seek to consume, either vicariously or
materially. NPCs can’t be improved by “using imagery from social issues as a top layer that is
dressing for gaming a system”, as Brice points out. Better relationships cannot be made
through representation alone. Systems and methods of affect – mechanics – must be held to
account. In trying to apprehend a sense of what it’s like to be an NPC, it is important to
approach them from what Plumwood calls a psychology of mutuality, not a psychology of
incorporation – what in other contexts would be called colonisation. This sounds really trite
when talking about NPCs, but not doing so risks doing what those in power always do, and
defining the subject’s experience in terms of how it affects the master.
Spinoza’s work is useful in any investigation into the mechanisms of affect. His conception of
affect as a turbulent network of constantly intersecting nodes of individuation helps both
discuss NPCs as they currently are, and imagine what they could be. His insinuation that the
desire for continuous existence is the basis for all affect provides an answer for designers
questioning how to make more affective characters. All affect ultimately refers back to an
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increase or decrease in one’s power to act, and without a preference, affect is emotionless.
NPCs feel things without feeling anything about things.
Plumwood’s explanation of the construction and maintenance of power differences assists in
an understanding of game characters in the context of their game and in relation to the player.
Game characters are made to be subordinate to players in the same ways subordinates are
made in other contexts. The roles might be different, but the ways in which players and
nonplayer characters are put into them are not. Humans are expected to inhabit roles in
games and in all sorts of contexts. Subjectification happens in all sorts of places. Because
nonplayer characters are made as servants, players are correspondingly made into masters.
NPCs cannot be dehumanised; they are not human. They cannot be violated; they have no
volition. They are autonomous but have no autonomy. Nothing that happens to them can really
be called bad, and research shows that humans don’t turn into bad people when they do mean
things to NPCs. However, NPCs are made unequal in the same way anyone is made unequal,
and this results in uninteresting relationships.
Spinoza and Plumwood examine how feelings work by taking into account the construction of
reality – in Spinoza’s case physical, in Plumwood’s case social. They observe that affect
complicates the idea of internal and external. The ways in which worlds are organised directs
the flow and intensity of affect. For this reason, mechanics are a good way to study the
affective capacity of NPCs. Ruberg (2020) observes that as well as representing LGBTIQ+
humans, games can also embody “queerness in a more conceptual register, playing with
embodiment, desire, and intimacy by subverting the standard rules of game design” (3). This
is the sense in which the next few sections will engage with queer games – games that
challenge NPC norms and question what game characters could, and should be.
ANIMALS
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Game animals offer the starkest example of the power dynamics of players and NPCs. As their
role in the game is to be used by the player, they embody an essential quality of NPCs. They are
resources and tools. They can also be some of the most affective of NPCs, specifically because
of their inferior position and the unique mechanics available to them and the player. Animals
and NPCs are made to have a lot in common because neither of them are human. Talking about
animal NPCs, then, becomes a bit complicated, because the relationship humans have to
animal NPCs aren’t entirely dissimilar to the relationships they have with animals. Animals are
already encountered alongside, if not entirely through representation, so animal NPCs aren’t
too far off. Interactions with animal NPCs reveal both what typifies both human-animal
interactions and human-NPC interactions. They are nonhuman creatures that are fine to not
take seriously. New relationships with NPCs have to involve learning how to centre othered
perspectives. The otherness of animals can offer a way to do that.
Rain World offers an ecology of characters rather than a hierarchy. What Rain World brings to
the table is an interconnected environment which places the player in the middle (but not the
centre) of a web of relations. Enemies abound in Rain World, but they are not malevolent
towards the player, only terrifyingly indifferent. The player is to them what the philosopher
was to the crocodile: not particularly special, but convenient. These characters are dangerous
to the player character, and rely on visual tropes to reinforce this impression, but these are not
their only affective elements. Rather, Rain World does what few games do and imagines a
world of tenuously balanced interrelations rather than a world where the player is at the
centre of everyone's lives.
Ball gives a tiny example of an NPC that does not exist in relation to a player-character (in
mechanics, if not in the fact of its existence). It cannot be engaged in the same way that other
game characters can. The creature seems unaware of the player and can only sense them
through their effects on a third object. However, the creature is indifferent to the state of the
ball and doesn’t express any pleasure or distress, no matter what the player does. The player’s
attempts to affect the creature are doomed to be frustrated. It is in a world of its own. As such,
the player is put in a confusing spot. The player is unnecessary to the creature, and has to
contend with their own excess in the face of the NPC’s completeness. This is such a reversal of
the usual state of things that Ball as a game becomes at once pointless and compelling, and its
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creature an object of unquenchable desire. A game nonplayer character that does not need a
player-character is a rare species. The creature’s nonchalance is not realistic, nor believable,
but is affecting in itself. Any attempt to affect the creature bounces back at the player,
emphasising their own powerlessness. The player cannot have a relationship to the creature,
because it cannot be affected.
Spinoza states that men feel pleasure from affecting others pleasurably, and they also find
pleasure in acting. Neither of these is possible in Ball. Instead, what Ball offers is an
experience of humility, an “extremely rare” emotion, as “human nature … strives against [it] as
much as it can” (Spinoza 180). Ball presents a scenario in which “the body’s power of activity
… is diminished or constrained” (140). This is intolerable, but the feeling must remain until
the player is affected by something else (130). Ball, however, is relentless, and does not cease
disempowering the player. It becomes a hateful game, a “pain accompanied by an idea of an
external cause” (140). However, the subject of the game is love – the intense love the creature
has for its ball. Spinoza writes that “From the mere fact of our conceiving that another person
[we’re using person extremely loosely here] takes delight in a thing we shall ourselves love
that thing and desire to take delight therein” (152). But this is not possible in Ball – all the
player can do is take the love-object away from the creature. This does not even cause the
creature pain, so the player can’t even take any pleasure in affecting it negatively.
Ball demonstrates the intense affectiveness of simple game characters when they are allowed
to be in different kinds of relationship with the player. It also demonstrates how welcoming
game characters usually are, and how they invite affective interactions. Like animals at the zoo
though, NPCs are too constrained to be able to have the kinds of relationships that players
want. By taking away the position of the player, Ball makes this obvious.
ENEMIES
It’s not like people haven’t tried to make good NPCs before, and designers don’t make bad
NPCs on purpose. Rather, the conventions of game design aren’t favourable to the creation of
good NPCs, and many game genres aren’t made with deep human-NPC interactions in mind
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either. The construction of the player and player-character as automatically more powerful
than NPCs forecloses affective possibilities – when players are faster and stronger than those
around them, and are only focused on their own goals, NPCs cannot be viable counterparts
except as aids or obstacles. The player’s affective capacity is also short-changed when they are
put into unequal power relations with NPCs.
Game enemies are the most straightforward example of human-NPC power dynamics. By their
nature, they oppose the player-character and engage them in a battle for domination.
Interactions with game enemies are zero-sum: the player’s pleasure is the enemy’s pain, and
vice versa. Enemy NPCs don’t act like anything in nature, and the player’s response to them is
similarly strange. However, it’s pretty easy to learn how to deal with an enemy NPC, and
develop quick responses to their unrealistic attacks. While enemies in games are dissimilar to
enemies in other contexts, and require different strategies to overcome, dominance is not an
unfamiliar concept. Enemies in games are strange, but the idea of an enemy is not. Players are
familiar with them through other games, military, and sport, but more importantly, through
inferiorised others in everyday life. Enemy game design positions enemies as a threat using
old techniques of othering, and puts both player and nonplayer character in a dynamic where
one must dominate another.
When good enemy NPCs are made, they have a few things in common, as described by T. Cole
in his study on the emotions elicited by Shadow of the Colossus. The colossi of SOTC tower over
any attempt to make affective enemies. They seem like any other game boss until the player is
punished for killing them. A few factors go into their success. Their affect relies both on the
subversion of boss conventions established in other games, and the uniqueness of their
characters. The enemy colossi are also individuals, and are different to each other in
appearance and behaviour, which “makes each one highly significant in the mind of the player,
as opposed to the waves of near identical (and often dehumanised) enemies seen in other
combat-oriented games” (4). The game is sparse in landscape and in things to do, and the
colossi loom large not only in space but in gameplay. The fights are hard and winning is
satisfying, but as the player decimates the local ecology the world becomes emptier. Killing the
colossi is really the only thing the player can do, but the game makes it clear through music
and the degradation of the player-character that it won’t result in anything good. Instead, the
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player inexorably massacres a series of creatures to achieve a terrible result. As a player, this is
terribly entertaining. As T. Cole puts it, the game “leads the player to believe that, although
they completed the objectives set before them, they actually failed” (11). The player can only
perform normal game actions against normal game enemies, but because the player is
punished instead of rewarded, this unrelenting normality becomes tragic. SOTC centres the
player, but makes it clear that the centre is not actually the best place to be.
Two other games use games’ centring of players to create complex enemies. Jordan
Magnuson’s The Killer takes place in the Cambodian killing fields. The game contains two
stick-figure characters, one holding a gun and the other bound, and it is unclear which one the
player plays as. Pressing the space bar makes the pair walk towards the killing fields, the
guard prodding the prisoner with his gun as they go. The player has two choices in this game:
to walk or to stop. The player plays as both the player-character and the player-character’s
enemy. Like in Shadow of the Colossus, the player has to continue performing an awful action in
order to continue playing the game, and is punished rather than rewarded. The player is more
powerful than any other character, but their power to act results in pain rather than pleasure.
There is a contradiction between the player’s inherent pleasure in their own power to act, and
the obvious effects of those actions. This disconnect between what the player should do and
what they must do is a queer space. By normal game logic the player must ‘progress’ forward,
‘advance’ the plot. But in The Killer, this normativity depresses the player and kills the player-
character. The game cannot be won, it can only be endured, making players contemplate what
Ruberg and Scully-Blaker call an act of ‘exit’. The only way to enjoy this game is either to quit it
before it ends, or to detatch emotionally from the story of the characters. This is not unlike the
choice queer and other inferiorised people have to make in everyday situations. Quitting the
game entirely, rather than following brutal rules, is a queer act.
Alexander Ocias’ Loved, like Shadow of the Colossus, has been thoroughly discussed in games
literature for its affective character interactions. In this game, the player controls a tiny
monster and must navigate a spiky 2D landscape. Text commands appear periodically, and
over the course of the game morph from tutorial-like suggestions to authoritarian orders. If
the player obeys or disobeys these prompts, they are complimented or insulted by the text
accordingly. The game has a rather kinky feel to it. The player-character is the centre of the
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game’s focus, but it is an uncomfortable position to be in, like a bug under glass. The actions of
the player are a performance for a critical other. The game attempts to establish dominance
from the very beginning. The first thing the text does is misgender the player, and from then
on it commands the player to jump over simple obstacles and save at checkpoints. Some of
these orders are quite sensible suggestions (‘jump over the spikes’), while some are not
(‘throw yourself into the spikes’), and some are unavoidable. While the player is actually free
to move around the world however they like, the instructions given by the text character
means the player always acts in relation to the text, and everything they do is in reference to it.
Following or ignoring the commands also has an effect on the game world. If the player obeys
a command they are praised, and the level remains flat and monochrome. If the player
disobeys they are insulted, and colourful flickering blocks appear on the landscape, obscuring
the way forward. The blocks look like glitches, and hide the location of spikes and pitfalls. If
the player continues to disobey, the game becomes a riot of colour and almost unnavigable.
Instead of the NPC being in relation to the player, the player is in relation to Loved’s NPC. The
character of Loved is not an enemy that attacks the player-character’s body. Instead, the enemy
seeks to bring the player down by affecting their capacity to act, and to act independently.
This subverted dependence brings into question how power is held and distributed in games.
A familiar question related to queer relationships is ‘which one is the wife and which one is
the husband?” This question has sexual subtext, but it also relates to the power dynamics of
coupledom. But relationships, and especially queer relationships, aren’t always about one
dominant and one submissive person – the couple can switch roles, ignore them, or make
them intense and explicit. In Loved, the NPC holds the reins, and the player acts in relation to
their orders. The roles are familiar but reversed, and the player has the choice to act as a
perfect submissive (following all orders perfectly) or a brat (continually toeing the line).
Defying the NPC does not result in autonomy for the player, merely a more confusing,
boundaryless world. In this, Loved shows the messiness and ambiguity of interpersonal power,
by codifying it backwards and letting players discover the limits of normality.
Adam Nash’s work Moaning Columns of Longing is a rare example of the game frenemy – a
complicated relationship of simultaneous affability and rivalry. In this encounter, contained
within the online virtual environment Second Life, players walking through a garden
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instantiate a sparkling column, which then addresses them using the Second Life chat system.
It expresses gratitude for its creation, then begs to be touched by the player’s avatar. It
continues to beg every day, through the chat system, for the player to touch it, saying that if it
is not touched every 24 hours it will die. This column is a geometrical structure, makes no
claims to be anything but digital, and its non-existence has no deleterious effects for the
player’s game. If the player chooses not to touch the moaning column, it dies in a very
annoying way, flooding the player’s chat and personal email with messages of loneliness and
longing, pleading, bargaining, and eventually anger. Some players logged into Second Life every
day and kept their columns alive for months.
The moaning column is not an enemy in the traditional sense. It does not seek to harm the
player, it only wants their attention. But, eventually, the player will destroy it. Like other game
enemies it besieges the player. But what it shoots isn’t fireballs or bullets, but worship, pleas,
guilt trips, and insults. Like all nonplayer characters it is dependent on the player for existence
and has no meaning in its short life except for what the player can give it. Unlike other
characters it seems aware of its precarious position. Initially it appears grateful to exist, and in
awe of the power of the player, but once it realises its true situation it becomes resentful to be
tied to a human who has the power of life and death over it. It is a nonplayer character that
seems aware of its dependency and its lack of means to keep itself existing. However, like all
enemies, it doesn’t argue its case very well. Its abilities are not up to the task; it, like the
others, is defeatable. The moaning column of longing is an enemy that doesn’t want to die, and
in that desire, becomes something the player would be better off without. It doesn’t think
player-centred games are very fun, and expresses this opinion forcefully.
An ‘enemy’ that does think that player-centred games are fun is the NPC of Robert Yang’s Hurt
Me Plenty. The player of Hurt Me Plenty does not have a player-character. This first-person
otherworldliness, though, is part of the dynamic between the player and the NPC. In this game,
the player plays as the standard violent protagonist of a ludic power fantasy. However, what
the player assaults is not an orc or a goblin, but a willing, shirtless man, who critiques the
player on their spanking technique. Unlike other NPCs who spurt blood and fight the player
back, Hurt Me Plenty’s character spurts commentary and invites the pain – up to a point. The
player can lose this interaction with their submissive by ignoring his guidance and treating
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him like a normal NPC. This is computer game violence that depends on the enjoyment of all
involved. Usually, NPCs in games exist to be hurt and pretend to dislike it. This NPC exists to be
hurt, loves it, and wants the player to do a good job. Hurt Me Plenty lays the power dynamic
between player and NPC bare, bringing it into a context where it no longer makes sense to
think of an NPC as a recipient of violence, but rather an enthusiastic participant that the player
is responsible for hurting well. As a dominant in a BDSM scene receives submission, the NPC is
someone (other than the designer) “who receives play” (Brice 79). Nguyen and Ruberg
observe that in games consent is often a single moment of giving permission, and is often
present consent as a reward players can earn. In Hurt Me Plenty however, the NPC’s consent to
be hit is ongoing and continually negotiated. However, Nguyen and Ruberg note that while the
player is punished for not fulfilling the NPC’s wishes – either by hitting it too softly or too
brutally – the player cannot withdraw their own consent within the game mechanics. This
positions the NPC once again as a gatekeeper, one who must be sated in order for the game to
progress. Even though Hurt Me Plenty represents a queering of roles, and its consent mechanic
still far surpasses the majority of other games, mutuality with the NPC is still not possible.
The ‘enemies’ of the five games discussed briefly above either cannot be killed, or killing them
is itself a source of inner conflict. These games ask players to consider their capacity to act,
and question their power over others. They acknowledge the power dynamics of players and
enemies, and make it central to their relationship rather than an unstated assumption. In her
account of fighting off a crocodile, Plumwood (1995) emphasises the experience of being prey.
The existential confusion of shifting from being a protagonist in one narrative to being a snack
in another decentres one’s perspective, she suggests. It is a moment in which one can finally
see oneself from the outside (30). The crocodile that attacked her was not in the wrong, she
concludes, but its motives were inaccessible to her, and the horror of being eaten is the horror
of the self’s boundaries breaking down, both literally and figuratively. The importance of
feeling like prey, she concludes, lies in a subsequent feeling of contingency and an appraisal of
exactly what was attacked and what has survived. Acknowledging oneself as part of an ecology
rather than a story, and an affectable part, helps one navigate intersubjective dynamics
without falling into familiar narratives about dominance and mastery. Invulnerability is
impossible but survival isn’t; if something “can drag you completely into its medium, you have
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little chance; if you can somehow manage to retain a hold on your own medium, you may
survive” (34).
FRIENDS
Game friends provide the most frustrating example of how power dynamics adversely affect
human-NPC relationships. Without mutuality, efforts to become closer to NPCs can only end
up entrenching their inferiority in more subtle and intimate ways. To become better game
friends, NPCs need to be less friendly, and the possibility of lasting damage needs to be open.
Though as Ruberg and Scully-Blaker argue, caring in the context of a video game is not just a
nice unproblematic feeling, but who is called to care for who, and how, reveal ideological
positions.
The ways in which players interact with NPCs matters. Sali et al’s investigation of different
dialogue interfaces demonstrates that players are affected differently by different interaction
mechanics. As Nash’s Moaning Columns of Longing show and E. Short discusses, dialogue with
NPCs is more affecting if they occur using interfaces natural to the rest of the game, and are
not treated as a special occasion with special rules. Nash’s columns use the player chat and
send messages to the player’s email account, and players touch the columns with their player-
character’s bodies. Dialogue with NPCs does not happen through a separate system but in the
same ways the player interacts with anything else. The choice of the player to participate at all
is meaningful, and the silence of the player means as much as their words.
Team Ico characters are affective because they don’t always do what the player wants.
Crucially, they don’t do what the player wants for understandable reasons. Yorda is scared of
heights, Agro thinks eating grass is a better use of her time than waiting around for the player-
character, and Trico is a bit of an airhead who doesn’t like being ordered around. They have
clear motivations for their frustrating behaviours. They also represent beings who can engage
in a real power dynamic. Yorda is larger and more magically powerful than the player-
character, and Agro and Trico are large animals who could easily ignore or hurt the player-
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character if they wanted to. The only way to progress in these games is to keep on their good
sides; Yorda won’t move if the player doesn’t patiently help her in the way she wants, and
Trico becomes unmanageable if the player doesn’t talk to him nicely. Agro, too, can show
displeasure, even if the player doesn’t suffer any mechanical difficulty from it.
T. Cole also notes that individuality and continual co-presence add depth to the games’
character interactions. Yorda and Agro, the companion characters of Ico and SOTC, have their
own wilful personalities, indicated by animated mannerisms, fears and weaknesses,
preferences in where to go and what to do, and a tendency to wander off and do their own
thing. They also, of course, both sacrifice themselves for the player at the end of their
respective games, which is a very nice thing for anyone to do. They have “personality and
presence in their own right, rather than [being] mere accessories to the player” (3). They are
as integral to the game worlds and important to the game action as the player character.
Without Yorda, Agro and Trico, players cannot act in their world; these characters afford the
player-character entirely.
Cole also argues that the player’s connection to Yorda and Agro is strong because they spend a
long time together alone: “It is Yorda and Agro alone that the player can communicate with,
interact with in a positive way and work with to progress through their respective games, and
this extra focus on the relationship, without competition from anything or anyone else,
encourages a closer bond between the player and character” (4). He states that the simplicity
of the games’ art style and mechanics, and their lack of commitment to genre and known
situations is a strength that further deepens the player’s connection to the game’s characters
and emotional involvement in the game: “when the qualities or representation are ambiguous
the synthesis between rules, representation and player imagination is most apparent and
active due to the player’s imagination playing a larger role in the synthesis of alterbiography”
(10). Through this, Cole implies that vagueness, or the lack of solid representation of familiar
objects, events and settings in the game results in the player picking up the imaginative slack
and filling in the gaps themselves to create a coherent narrative.
Trico from The Last Guardian encompasses the best of both Yorda and Agro, and demonstrates
one way to make a good friendly character. Though not perfect, he is also not particularly
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sophisticated, and the methods he uses in affecting the player are simple. He is nonhuman, so
expectations for him are lower than they would be for a representation of a human. His role as
a companion is not a way for the player to be able to carry twice as much stuff, but as an
interdependent being. His moods and subtle gestures must be constantly monitored for
success in solving the game’s puzzles, and in developing a good working relationship. Trico
and the player-character are together at the centre of The Last Guardian.
Friendly NPCs are difficult to get right. They promise a lot, but can’t deliver, specifically
because their promises are too high and too narrow. Team Ico games show that the way to
making good game companions is to make them argumentative and fragile, and to interact
with them using gestures and simple language. Time spent together and the building of trust
are important factors in increasing the affectiveness of friendly characters, as the mechanics of
friendship are usually not particularly enjoyable on their own. The mechanics themselves
often let the player down by defining units of minimum friendship. That friends have to be
useful also impacts their affective capacity, as interaction with them becomes instrumental for
the player rather than interdependent for mutual benefit.
When players play games, they enter into relationships with strange beings called NPCs. NPCs
are funny little computer people who, like everything else, exist in an environment they can’t
easily be distinguished from, and have the ability to affect and be affected by other things in
that environment. One of the more intense things they are affected by is the game’s player, and
the methods through which this mostly happens is game mechanics. Although computer
games are relatively new, relationships with NPCs are not. They are modulated continuations
of familiar relationships, but more importantly they work in the same ways as
instrumentalised relationships in other contexts. By focusing on how NPCs are affected, this
thesis has tried to interrupt this unequal power dynamic. decentering the human in how NPCs
are designed and analysed is an important strategy in affording more affective relationships
with them. NPCs can, and should, be made better. But Spinoza shows us that there is no
‘betterness’ outside of an NPC and its relations, because what is good and what is bad is tied to
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the NPC’s power relative to itself. Better NPCs for whom, and better for what, are still up for
contention.
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LUDOGRAPHY
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PlayStation; 4; PlayStation 5; PlayStation Portable; PlayStation Vita; R-Zone; Sega 32X; Sega
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