Abstract
As an animator and practice-based researcher with a background
in games development, I am interested in technological change in the
video game medium, with a focus on the tools and technologies that
drive game character animation and interactive story. In particular,
I am concerned with the issue of ‘user agency’, or the ability of the
end user to affect story development—a key quality of the gaming
experience and essential to the aesthetics of gaming, which is defined
in large measure by its interactive elements. In this paper I consider
the unique qualities of the video game1 as an artistic medium and
the impact that these qualities have on the production of animated
virtual character performances. I discuss the somewhat oppositional
nature of animated character performances found in games from
recent years, which range from inactive to active—in other words,
low to high agency.
Where procedural techniques (based on coded rules of
movement) are used to model dynamic character performances,
the user has the ability to interactively affect characters in real-time
within the larger sphere of the game. This game play creates a high
degree of user agency. However, it lacks the aesthetic nuances of the
more crafted sections of games: the short cut-scenes, or narrative
interludes where entire acted performances are mapped onto game
characters (often via performance capture)2 and constructed into
relatively cinematic representations. While visually spectacular,
cut-scenes involve minimal interactivity, so user agency is low.
Contemporary games typically float between these two distinct
methods of animation, from a focus on user agency and dynamically
responsive animation to a focus on animated character performance
in sections where the user is a passive participant.
We tend to think of the majority of action in games as taking place
via playable figures: an avatar or central character that represents
a player. However, there is another realm of characters that also
partake in actions ranging from significant to incidental: non-playable
characters, or NPCs, which populate action sequences where game
play takes place as well as cut scenes that unfold without much or
any interaction on the part of the player. NPCs are the equivalent
to supporting roles, bit characters, or extras in the world of cinema.
Minor NPCs may simply be background characters or enemies to
defeat, but many NPCs are crucial to the overall game story. It is
my argument that, thus far, no game has successfully utilized the
full potential of these characters to contribute toward development of interactive, high performance action. In particular, a type of NPC
that I have identified as ‘pivotal’3—those constituting the supporting
cast of a video game—are essential to the telling of a game story,
particularly in genres that focus on story and characters: adventure
games, action games, and role-playing games.
A game story can be defined as the entirety of the narrative, told
through non-interactive cut-scenes as well a interactive sections of
play, and development of more complex stories in games clearly
impacts the animation of NPCs. I argue that NPCs in games must
be capable of acting with emotion throughout a game—in the cutscenes,
which are tightly controlled, but also in sections of game
play, where player agency can potentially alter the story in real-time.
When the animated performance of NPCs and user agency are not
continuous throughout the game, the implication is that game stories
may be primarily told through short movies within games, making it
more difficult to define video games animation as a distinct artistic
medium.
Original language | English |
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Pages (from-to) | 20-49 |
Number of pages | 30 |
Journal | Animation Journal |
Volume | 19 |
Publication status | Published - Oct 2011 |
Keywords
- Animation
- Games
- Game characters
- Game story