The massive effect of NPCs : How the Mass Effect series creates likable NPCs

Detta är en Kandidat-uppsats från Uppsala universitet/Institutionen för speldesign

Sammanfattning: Many video games use non-playable characters (NPCs) as important plot devices and for supplying the players with a meaningful playing experience. The Mass Effect series is known to have many likeable NPCs in its story, and even though emotional attachment and believable traits of NPCs has been defined, it is not entirely known what likeable NPCs excel in. Therefore, six participants were interviewed to talk about their favourite and least liked NPC and most memorable moment from the series. The results show that well developed AI, an unique personality, character development and free choice to avoid the NPC made them likeable.

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