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Towards Enhancing NPCs' Morality: The Case of The Elder Scrolls IV: Oblivion

机译:促进了NPCS的道德:Lord滚动IV的案例:遗忘

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Morality systems are one of the key features that most computer role-playing games (CRPGs) include as a way of allowing players to build their own characters, as well as capturing how the virtual world reacts to their choices. In some of those games, non-playable characters (NPCs) follow their own virtual lives and schedules beyond the players' actions, which contributes to simulating a more believable virtual world. However, the moral dimension of those NPCs is often very limited, and their morally-relevant deeds usually depend on scripted narratives; this prevents NPCs from showing believable moral autonomy in their actions, beyond what they have been hard-wired to do. In this paper, we analyze the case of The Elder Scrolls IV: Oblivion as a particularly detailed case in terms of its NPCs' moral profiles, and we argue how, by reusing mechanics that already exist in the game, NPCs could be furnished with a much deeper moral profile and autonomy.
机译:道德系统是大多数计算机角色扮演游戏(CRPG)的关键特征之一,包括允许玩家构建自己的角色的一种方式,以及捕获虚拟世界的反应方式。 在一些游戏中,不可玩得可行的人物(NPC)遵循自己的虚拟生命和计划,超出玩家的行为,这有助于模拟更可信的虚拟世界。 然而,这些NPC的道德维度通常非常有限,他们的道德相关行为通常依赖于脚本叙述; 这可以防止NPC在他们的行为中表现出可信的道德自治,超出了他们的硬连线。 在本文中,我们分析了Lord滚动IV的案例:在其NPC的道德概况方面作为特别详细的案例,我们认为如何通过重用已经存在于游戏中的机制,NPC可以提供 更深刻的道德概况和自主权。

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