
Furthermore, the determination of the player's desire in our proposed method could further motivate players to talk to the NPC. Based on the results of an evaluation experiment in which the participants talked with the NPC in the game scenario, it is suggested that the aspect of mixed-initiative in our proposed method could decrease the unilateral impression associated with the existing method that an NPC has the most initiative. In order to address this problem, this study proposes a dialog method whereby an NPC can adaptively switch the initiative by determining the player's willingness to talk/listen to the NPC. Thus, the player tends to experience a unilateral impression, i.e., the feeling of that an NPC forces conversation topics on the player in spite of the player's willingness, and gradually loses his/her motivation to communicate with an NPC. Kaneva, Twinity, etc., trying to translate their play identities and. In most role-playing games, a non-player character (NPC) tends to have the most initiative, i.e., developing conversation topics, on the dialog. Studies of online games and virtual worlds (or cyberworlds, as I prefer to call.
#Download twinity virtual world software#
Furthermore, the result also showed a probability that the proposed method motivates the players to talk to the NPC. Free twinity indir download software at UpdateStar - Twinity is a 3D online world that links the real with the virtual world based on realistic, true-to-scale replicas of the world's most vibrant metropolises. The result of the experiment suggested that the proposed method can decrease the unilateral impression compared with the existing method. This experiment compared the proposed method with the existing method that an NPC has the most initiative and the method that an NPC randomly switches the initiative.

To confirm the effect of this method, we conducted an experiment in which the participants talked with an NPC in a game scenario. In order to improve the reality of the conversation, this study proposed a conversation method whereby an NPC adaptively switch the initiative according to the players’ preference of which of the player and the NPC has the initiative. Such a unilateral conversation is unnatural and unrealistic, and consequently, it is concerned that the player’s sense of immersion into the game will decrease. The NPCs are mainly talking to lead the players along the storylines of games, and sometimes ask the player to answer simple questions. Explore Twinity Virtual World's 506 photos on Flickr This site uses cookies to improve your experience and to help show content that is more relevant to your interests. In most role-playing games (RPGs), non-player characters (NPCs) tend to have most initiative in conversation between the players and the NPCs.
