Non-player Character - Video Games

Video Games

The term non-player character is also used in role-playing video games (as well as non-RPG video games) to describe entities not under the direct control of players. Nearly always the connotation is that an NPC is allied with, or at least neutral toward, the player, while hostile characters are referred to as enemies, mobs or creeps. In video games, NPC is sometimes expanded as "non-playable character" or "non-player class".

NPC behavior in computer games is usually scripted and automatic, triggered by certain actions or dialogue with the player characters. In certain multi-player games, (Neverwinter Nights and Vampire: the Masquerade series, for example), a player that acts as the GM can "possess" both player and non-player characters, controlling their actions in order to further the storyline. More complex games, such as the aforementioned Neverwinter Nights, allow the player to customize the NPCs' behavior by modifying their default scripts or creating entirely new ones.

In some online games, such as MMORPGs, NPCs may be entirely unscripted, and are essentially regular character avatars controlled by employees of the game company. These "non-players" are often distinguished from player characters by avatar appearance or other visual designation, and often serve as in-game support for new players. In other cases, these "live" NPCs are virtual actors, playing regular characters which drive a continuing storyline (as in Myst Online: Uru Live).

In early and less advanced RPGs, NPCs have only monologue. Code directs the appearance of a dialogue box, floating text, cutscene, or other means of displaying the NPCs' speech or reaction to the player. NPC speeches of this kind are often designed to give an instant impression of the character of the speaker, providing character vignettes, but they may also advance the story or illuminate the world around the PC. Similar to this is the most common form of storytelling, non-branching dialogue, in which the means of displaying NPC speech are the same as above, but the player character or avatar responds to or initiates speech with NPCs. In addition to the purposes listed above, this enables development of the player character.

More advanced RPGs feature interactive dialogue, or branching dialogue (dialogue trees). A good example are the games produced by Black Isle Studios and White Wolf, Inc.; every one of their games is multiple-choice roleplaying. When talking to an NPC, the player is presented with a list of dialogue options, and may choose between them. Each choice may result in a different response from the NPC. These choices may affect the course of the game, as well as the conversation. At the least, they provide a reference point to the player of his or her relationship with the game world. True dialogues with NPCs are usually very complex, however after you talk with an NPC and turn right back around to talk with them again, no matter how many times you do this, usually they will give you the same exact conversation.

Ultima is an example of a game series that has advanced from non-branching (Ultima III and earlier) to branching dialogue (from Ultima IV and on). Other role-playing games with branching dialogues include Cosmic Soldier, Megami Tensei, Fire Emblem, Metal Max, Langrisser, SaGa, Ogre Battle, Chrono, Star Ocean, Sakura Wars, Mass Effect, Dragon Age, Radiant Historia, and several Dragon Quest and Final Fantasy games.

Certain video game genres revolve almost entirely around interactions with non-player characters, including visual novels such as Ace Attorney and dating sims such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them. Games revolving around relationship-building, including visual novels, dating sims such as Tokimeki Memorial, and some role-playing games such as Shin Megami Tensei: Persona, often give choices that have a different number of associated "mood points" which influence a player character's relationship and future conversations with a non-player character. These games often feature a day-night cycle with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations. Other examples of such games include Portopia Serial Murder Case, Sound Novels, J.B. Harold Murder Club, Snatcher, Policenauts, Tokimeki Memorial, To Heart, Kanon, Shenmue, Shadow of Memories, Ace Attorney, Fate/stay night, Clannad, Fahrenheit, and Heavy Rain.

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