角色扮演游戏中非玩家角色对叙事的作用与设计外文翻译资料

 2022-11-12 20:23:40

6.6 Friends

These types of NPCs represent the playerrsquo;s various companions, or, to some extent, squires. They help the player with various tasks, and act as the general allies in the world. In some cases, they also provide the player with a greater narrative connection or an ability to better express their character. There are five types of Friends: Sidekick, Ally, Companion, Pet, and Minion.

6.6.1 Sidekick

NPCs of this type are evident in most games where there are quests, for example RPGs. However, they also occur in games from other genres, for example Elizabeth from the FPS Bioshock Infinite (see Section B.1).

Functions provided within the game

NPCs of the Sidekick type provide the player with help through advice, directions, and resources. This can be done both in combat and out of combat. In the typology of Propp (1968), this would equate to a Helper in that they provide assistance or transportation. Basically, the role of this type of NPC would

be to provide the player with help that isnrsquo;t directly related to fighting enemies. This type of NPC also does this autonomously, and cannot be directly controlled by the player. This makes it similar to the Ally type, but with the difference that this type of NPC does not actually fight in combat and that they

have a much higher level of narrative connection.

In terms of Aarsethrsquo;s typology, this type of NPC requires a level of narrative connection that exceeds that of simple bots. Thus, an NPC of this type will be either a shallow or deep character.

In terms of (Bartle, 2004) types, this type is somewhat related to his Do stuff for players type, although it does not encompass the more active parts of the type described by Bartle, instead focusing on the non-combat aspects of the type.

Visual presentation and placement

Given that they are often more narratively connected than the average faceless enemy, this type of NPC will be more visually elaborate, and ideally placed where the player will find them, much like NPCs of the Quest giver type.

Behavior

NPCs of this type will probably refrain from combat, but still react to what other NPCs and the player are doing. Because of this, they need to exhibit behaviors associated with values in the React/Multiple Agents cell in the GAM.

Because of their design criterion, i.e., assisting the player, they will probably

also qualify for Team player in Interact/Social Goals.

6.6.2 Ally

NPCs of this type were found in many games, but primarily in RPGs, MMORPGs,and FPSs.

Functions provided within the game

This type of NPC is essentially a friendly version of the Enemy type. NPCs of this type will fight much like their hostile siblings, but with the intent of helping the player. In many cases these NPCs are primarily put there for narrative reasons, and their actual impact on combat is negligible. In other cases,they actually fight together with the player, heal them, and inflict additional damage. The important thing to note here, however, is that NPCs of this type act autonomously, and are not in any way controlled by the player.

In terms of the typology created by Propp (1968) this type of NPC could be a Helper in that they assist the player. This will be generally be the case, since most of these NPCs will be bots (Aarseth, 2012). If one of these NPCs were to be elevated to one of Aarsethrsquo;s more advanced character types, however, they could potentially rise to be a Proppian False hero, and become the playerrsquo;s rival or reluctant ally.

In essence, this acts as one half of Bartlersquo;s Do stuff for players, in that the NPCs of this type will assist the player in combat. Note, however, that these NPCs are autonomous, a distinction not made by Bartlersquo;s type.

Visual presentation and placement Genreally NPCs of this type will be generic in appearance, and not placed in such a way that the playerrsquo;s attention is drawn to them. If, however, these NPCs are given a larger narrative role they will also be given more distinctive identifying markings, clothing, equipment, and the like.

Behavior

As with the Enemy type, the requirements for believability are fairly low—mostly centered around the Single Agent column. In addition, they must be better able to differentiate friends from foes, which could imply an understanding of Clan Wars, Cooperation, or Team Player (Interact/Social Goals in the GAM). If the NPC instead is of the more narratively advanced type, they will also need to be able to exhibit Power Struggles and similar values. In practice, this means that NPCs of this type will follow the playerrsquo;s lead in most situations, and wait before advancing to the next area or stage. In order to cement their role as a warrior, they may fulfill some traditional warrior tropes, such as boasting about their fighting prowess or emitting a fierce battlecry.

6.6.3 Companion

This type of NPC is generally found in games where companions are common,for examples RPGs and MMORPGs.

Functions provided within the game

Functionally, this type of NPC is very similar to the Ally type, with the main difference being that these NPCs can be controlled by the player, either directly or by giving orders. In all other aspects, they are functionally the same as the Ally type. This means that they are often Proppian Helpers. Additionally,

these NPCs are more likely to be important to the narrative, and thus more often reach the more advanced character types described by Aarseth (2012). In terms of Bartle (2004) types, this is another aspect of the Do stuff for players type.

Visual presentation and placement

These NPCs are generally more narratively anchored, and are thus often given more distinctive appearances and unique names. Otherwise they will be designed similarly to Ally and Enemy NPCs. In some cases these NPCs are summoned by the player, and may take on va

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6.6朋友

这些类型的npc代表了玩家的各种伙伴,或者在某种程度上代表了侍从。他们帮助玩家完成各种任务,并在世界上作为一般盟国。在某些情况下,它们也为玩家提供了更强的叙事联系或更好地表达自己角色的能力。有五种类型的朋友:搭档、盟友、伙伴、宠物和仆从。

6.6.1搭档

搭档类型的npc通过建议、指导和资源为玩家提供帮助。这既可以在战斗中完成,也可以在战斗外完成。在Propp(1968)的类型中,这将等同于一个帮手,因为他们提供帮助或运输。基本上,这类NPC的角色是为玩家提供与对抗敌人无关的帮助。这种类型的NPC也会自动地这样做,并且不能被玩家直接控制。这使它类似于盟友类型,但不同的是,这种类型的NPC实际上并不战斗,而他们有更高层次的叙述联系。

就Aarseth的类型而言,这种类型的NPC需要一种超越简单机器人的叙事连接。因此,这种类型的NPC要么是次要角色,要么是主要角色。

就(战斗, 2004)类型而已,这种类型在某种程度上与他的“为玩家做的事情”类型有关,尽管它不包括战斗描述的类型的更活跃的部分,而是集中在类型的非战斗方面。

视觉呈现和布局

考虑到他们通常比普通的没有面孔的敌人更具有叙事性,这类NPC将会在视觉上更加精致,并且理想地放置在玩家能够找到他们的地方,就像任务给予者类的NPC一样。

行为

这类NPC可能不会战斗,但仍然会对其他NPC和玩家所做的事情做出反应。因此,它们需要在GAM中的React/Multiple Agents单元中显示与值相关的行为。由于它们的设计准则——帮助玩家,他们可能会在互动/社会目标方面具备团队合作精神。

6.6.2盟友

这类NPC出现在许多游戏中,但主要出现在RPG、MMORPG和FPS中。

游戏中提供的功能

这类NPC本质上是敌人类型的友好版本。这类NPC会像他们敌对的兄弟姐妹一样战斗,但目的是帮助玩家。在许多情况下,这些NPC主要是出于叙事原因而存在的,它们对战斗的实际影响是微不足道的。在其他情况下,他们实际上是和玩家一起战斗,治愈他们,并造成额外的伤害。然而,需要注意的是,这类NPC是自主行动的,并不受玩家的控制。

就普罗普(1968)所创造的类型而言,这类NPC可以成为玩家的帮手。这将是普遍的情况,因为大多数这些NPC将是机器人(Aarseth, 2012)。然而,如果这些NPC中的一个被提升到Aarseth更高级的角色类型,他们就有可能成为一个伪英雄,并成为玩家的竞争对手或不情愿的盟友。

本质上,这是Bartle为玩家做的事情的一半,因为这类NPC将在战斗中帮助玩家。但是请注意,这些NPC是自主的,这与Bartle的类型无关。

这种类型的Genreally npc在外观上是通用的,不会以吸引玩家注意力的方式放置。然而,如果这些NPC被赋予更大的叙述角色,他们也将被赋予更独特的识别标记、服装、装备等等。

行为

与敌人类型一样,可信度的要求相当低——主要集中在单个代理列。此外,他们必须能够更好地区分朋友和敌人,这可能意味着对部落战争、合作或团队成员(GAM中的互动/社会目标)的理解。如果NPC是更具叙述性的高级类型,他们也需要能够展示权力斗争和类似的价值观。实际上,这意味着这类NPC将在大多数情况下跟随玩家的引导,并等待进入下一个区域或阶段。为了巩固他们作为一个战士的角色,他们可能会实现一些传统的战士比喻,如吹嘘他们的战斗能力或发出激烈的战斗。

6.6.3伴侣

这类NPC通常出现在同伴比较常见的游戏中,例如RPG和MMORPG。

游戏中提供的功能

从功能上来说,这类NPC与盟友NPC非常相似,主要区别在于这些NPC可以由玩家直接控制,也可以由玩家下达命令。在所有其他方面,它们在功能上与盟友类型相同。这意味着它们通常是支撑剂的帮手。此外,这些NPC更有可能在故事中扮演重要角色,因此更有可能达到Aarseth(2012)所描述的更高级的角色类型。就Bartle(2004)类型而言,这是为玩家类型做事情的另一个方面。

视觉呈现和布局

这些NPC通常具有更强的叙述者锚定,因此通常具有更独特的外观和独特的名字。否则他们将被设计成类似的盟友和敌人NPC。在某些情况下,这些NPC会被玩家召唤,并可能出现在不同的场景中。

行为

这NPC通常表现为盟友类型的NPC,但他们的重点只是帮助玩家。他们将在大多数情况下跟随玩家,除非特别命令不这样做。他们的实际行为会有所不同,这取决于他们应该是什么样的性格。例如,恶魔同伴可以发射火球,而老虎则会用爪子去抓敌人。在某些情况下,同伴可以是驮着物品的骡子。

6.6.4宠物

宠物型NPC的存在是为了给玩家提供表达自己和自定义角色的能力。它们在MMORPG中非常常见,但也可以在其他游戏中找到。它们通常可以作为游戏的可下载内容或额外购买,并且经常作为虚荣心物品收集。

游戏中提供的功能

宠物NPC在游戏中除了让玩家表达自己之外没有任何功能。它们没有叙事效果,因此不属于Proppian类型。至于Aarseth的类型,它们的行为非常简单,它们不需要做任何超出机器人的事情。

视觉呈现和布局

宠物NPC通常又小又可爱,看起来无害。他们通常是喜剧和异想天开的性质(例如海鸥)或作为第四堵墙打破参考其他部分的游戏或专营权。

行为

这些NPC跟随玩家,但几乎不做其他事情。它们不参与战斗,通常对伤害免疫。

6.6.5侍从

附庸型的NPC几乎只出现在策略游戏中,尤其是RTS游戏。它们是玩家创造的单位,本质上是批量生产和一次性的化身。

游戏中提供的功能

这些PC是玩家在战略游戏中试图获得胜利的实体。它们本质上占据着NPC和avatar之间一个奇怪的中间地带,即它们代表着玩家在游戏世界中的物理表现,但并不是它们唯一的表现。

根据他们的类型,他们将在游戏中完成不同的功能,例如防守或进攻单位。由于它们对游戏叙述的影响有限,且其固有的易用性,它们并不真正符合普罗普创造的类型。在阿塞特的风格,他们本质上是机器人,因为他们是非常普遍的,几乎完全没有脸。

视觉呈现和布局

尽管这类NPC也有类人版本,但它们通常以非类人形式存在于游戏世界中,例如作为车辆。玩家通常会根据NPC的颜色编码来识别该类型NPC的忠诚度,但也会从视觉表现中推断出相应的能力,例如,假设一个装备了重型装甲的单位会很坚固,而一个装备了大枪的单位会造成很大的伤害。

行为

这些NPC将以某种自治的方式行动,并扮演他们在视觉上所扮演的角色。然而,他们的行为可以完全或部分由玩家控制。在大多数情况下,玩家会给他们一些抽象的命令,比如“守卫这个地方”或“到这里来”,而这些NPC有时会在某种程度上试图遵从这些命令。这可能包括攻击他们遇到的敌对实体。

这类NPC需要能够收集关于世界的信息并理解世界上的其他实体是什么,所以他们必须能够在GAM中描述单个代理的交集中的一些行为并做出反应。与敌人类型一样,这些NPC也可以描述更高阶的行为,比如暴民行动或合作,因为他们在冲突中属于某一方。

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