Non-player character Essays

  • An Analysis Of 'Neverwinter Nights'

    1927 Words  | 4 Pages

    Neverwinter Nights, the player ultimately becomes the hero of the story. The player is tasked with a number of challenging quests that test both the character and, hence, the player throughout a four chapter storyline. While the character might ultimately become the hero of Neverwinter, this game model offers choices that affect the dialogue and experience that each player has, and unlike tabletop games, the world of Neverwinter gives the player the option to play singly, with only non-player (computer controlled)

  • sdfsd

    1826 Words  | 4 Pages

    The design of the architecture must fit in within the game world. Objects are things/items that are useable in a game or can be interacted with. The objects in your game could be a gun that the player finds on the floor and is able to pick up & interact with-it making it an object. Normally the main character in the game can pick up these object and store them in an inven... ... middle of paper ... ...ncing of the game needs to be taken into consideration making sure all the different elements

  • Synopsis Of The Game Limbo

    1923 Words  | 4 Pages

    place in between hell and heaven (Life and Death) sort of like a purgatory or/and where the uncertainties happen. The official description given by the game's developers tried to cover this up to a certain extent by giving the players a simple backstory where the main character of the game "little kid" is looking for his sister in the "Limbo" state. At the main menu, you see in the background this scene with a broken ladder hanging off a tree, and two disparate groups of flies hovering about what might

  • Archetypes In Video Games

    1214 Words  | 3 Pages

    present in video games, just as there are in literature. Examples of archetypes can be seen in the Pokemon video game series. There are two types of archetypes, situational archetypes and character archetypes. Situational archetypes are archetypes that describe the situation as a whole, instead of just a character. An example of a situational archetype shown through the Pokemon games is the archetype of creation. The creation archetype refers to the circumstances of the creation of the universe. This

  • Dietz's Portrayal Of Women In The Virtual World

    991 Words  | 2 Pages

    over women in video games. Meaning that there are a number of male characters while lacking in female heroins. In almost every game that has been used in the sample by Tracy L. Dietz show that there are few to none female heroin characters, while male characters are used almost exclusively. According to Dietz, “ The most common portrayal of women was actually the complete absence of women at all. In ten of the videos that have characters, there were no women. Thus, 30% of the videos did not represent

  • The Process of Video Game Design and Creation

    1493 Words  | 3 Pages

    Video games have become a substantial influence on the curriculum of the modern entertainment industry. From first-person shooters to role-playing games, the video game industry has became accessible to nearly every kind of player, whether it be a person who enjoys invigorating storytelling, or somebody who just wants to reduce armies into nothing more than bloody shrapnel. “…developing a ‘major’ game title can be a significant task – writers, game designers, sound designers, visual artists and more

  • Mass Effect Is The Most Important Science Fiction Universe Of Our Generation Analysis

    1776 Words  | 4 Pages

    gaming circles Mass Effect is regarded as one of the best story driven games ever created. In “Why Mass Effect is the Most Important Science Fiction Universe of Our Generation”, Munkittrick makes the argument that due to the themes it forces upon players and its reflection upon humanity as a whole, it is the greatest piece of sci-fi of our generation. Munkittrick does a great job presenting his argument often citing how in Mass Effect humans are the perceived minority. Throughout the article he builds

  • Stereotypes Of Women In Video Games Essay

    1702 Words  | 4 Pages

    Lara Croft and Helena are examples of unrealistically proportioned female characters that fight and play in skin-tight, revealing outfits (Downs & Smith, 2010). Despite the fact that Lara Croft is said to be an intelligent and skilled adventurer while Helena is a world-class opera singer and a Pi Gua Quan martial artist, they both are reduced to seductive women wearing barely any clothes (IGN, 2013a; IGN, 2013b). Female characters are significantly more likely to be shown partially nude, featured with

  • Summary: Interpersonal Conflict In Baseball

    711 Words  | 2 Pages

    effects that negative coaching has on players. The leading cause of this investigation is simple, moms are tired of coaches that bully! Baseball used to be fun for kids, but today many coaches take the game a little too far and many kids do not want to play anymore. This article attempts to expose the interpersonal conflicts cause for kids dropping out of baseball for a local organization Conflict Meaning Conflict in baseball is a disagreement among players pertaining to performance and includes

  • What Is The Theme Of Player One By Douglas Coupland Player One

    1708 Words  | 4 Pages

    In this paper, I will argue that Douglas Coupland in "Player One", incorporates storytelling to highlight the loss of personal identity. This is evidently shown by appearance of Player One, also know as Rachel, technology becoming one, and the lack of rationality with time and setting. Throughout the novel, "Player One”, one of the main themes Coupland emphasis on is, “What is to Become of Us”. Coupland emphasis and brings light on to the fact that in the future there is no sense of “I”, there

  • The Importance Of Video Games?

    1780 Words  | 4 Pages

    Evil 3: Nemesis, the player could spend two hours or more time on a difficult puzzle or run around for searching ammos and other supplies, and there is no necessarily worry about the nuclear bomb exploding in the virtual city. It is because all the events happening in most games are following space, the location is the key point of storytelling. For instance, if Jill does not arrive police station from the beginning (although this choice is not encouraged at all, but the players still could make this

  • Pillars Of Competition Essay

    808 Words  | 2 Pages

    foreigner is struck by an unknown kind of storm that killed other people, except the non-native. After taking a refuge in a cave, the foreigner sees individuals who look like cultists performing some sort of a ritual on a machine. The machine has a unique ability to strip souls from the bodies. When the foreigner was exposed to the ritual, the energies made them a Watcher – a person who can read souls. As the player relives the life of the foreigner, many aspects of gameplay are revealed including

  • Video Games Representation

    760 Words  | 2 Pages

    society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary

  • Negative Effects Of Video Games

    1399 Words  | 3 Pages

    The act is greatly questioned by non-gamers, as to many outside of the gaming community, it appears that gamers want to mask their identity or that they believe that assuming a different gender role is normal, which in turn sparks controversy about how games change the way gamers perceive gender roles and sexuality, but, according to a study preformed by Rosa Martey, this ideology is not the reason some men choose to play as female characters and vice-versa. Her study shows that the majority

  • Narrative And Audiovisual Style Of Harry Potter

    1252 Words  | 3 Pages

    novel of series, Harry Potter and the Philosopher’s Stone, was published. Children were crazy about the characters and magic world in the book. Such magic has lasted for almost two decades. After the fourth novel, Harry Potter and the Goblet of Fire, films and games were released. These adaptations, especially the films, make Harry Potter famous in worldwide. Talking about video games, players focus on two features, namely the narrative story as well as the visual design and interaction. Narrative

  • Tomb Raider: The Representation Of Females In Gaming

    843 Words  | 2 Pages

    the end of the 1986 Metroid release it's revealed that the character under the suit is Samas Aran, a female in a pink bikini, at a time when gaming was all about man power and saving the "Damsel in Distress". No one assumed that a female was the one kicking alien arse. Instead many gamers played the game thinking the main protagonist was a male called Metroid…Later it was released that by typing in the cheat code ‘Justin Bailey’ players were treated to the hero with all the upgraded weapons

  • Anticipated Features for Elder Scrolls VI

    555 Words  | 2 Pages

    with VR support. If that's the case, then players want to see more than what they have experienced with the previous version. Improved graphics Where games are concerned, graphics performance plays a pivotal role. Every player wants to look and feel a game environment that is crisp, clear and clean. Elder Scrolls V: Skyrim fell short on this particular requirement. In fact, if you compare the graphics from the new HD Remaster, you will understand why players

  • Personal Narrative Essay

    1169 Words  | 3 Pages

    example, Final Fantasy XIV is a MMORPG (Massive Multiplayer Online Role Playing Game) made by Square Enix that allows a player to soar through out the sky in floating ships towards floating islands. Players are given a different life one can say. This life is where players can retreat to after their daily routines. Their Escapism. The players customizes and controls their characters without having to fear consequences if they screw up. According to Mr. Hilgard, a doctoral candidate from MU College of

  • Summary Of The Movie Mcfarland, U. A.

    1233 Words  | 3 Pages

    as a way to create community and togetherness amongst players and coaches on various sports teams. Providing pride for other team members and a willingness for to players perform to the best of their abilities. People who complete on teams together form relationships between other team members and coaches all with the same goal of winning and competing. Long hours practicing and encouraging team members to push themselves to become better players and form lifelong friendships that continue outside

  • The Appeal of Video Games

    1251 Words  | 3 Pages

    forcing players to get better and better. The reason why players would continue getting better and playing longer in order to do so was because there was a form of balance. This balance was very important because no one wants to play a game that is to difficult to the point were they actually got angry. Also a game can eventually get boring if it gets to easy. “Developers of early arcade video games sought to avoid either boredom or game difficulty to hold the interest and loyalty of the player” (Przbylski