From Individual Characters to Large Crowds: Augmenting the Believability of Open-World Games through Exploring Social Emotion in Pedestrian Groups
Keywords:
crowd simulation, group modeling, character design, social emotion, computer gamesAbstract
Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games.Downloads
Published
2011-01-01
Bibtex
@Conference{digra589, title ="From Individual Characters to Large Crowds: Augmenting the Believability of Open-World Games through Exploring Social Emotion in Pedestrian Groups", year = "2011", author = "Szymanezyk, Olivier and Dickinson, Patrick and Duckett, Tom", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/589}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}
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Papers
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