Monday, 1 April 2013

01/04/13 - Character bios, Skyrim NPC generator

As i mentioned previously, to test my systems and adjust the score part i'll be using existing characters in games and their bios. I've chosen four characters to begin with, each from different games and with slightly different drives behind their personality.  They are:

Ulfric Stormcloak:  (Elder Scrolls: Skyrim)

Picture taken from here
I've chosen Ulfric because he can be viewed mainly as an unlikable character. He is a nationalist, so much so that he will leave cities of non-nords to suffer from bandits without a second thought. Despite being unlikable he does have a redeeming feature in the fact he is guided by honor displayed by his restraint when using his Thu'um.
Information taken from here

Traits
Extremely Nationalist
Extremely Prejudice against Non Nords
Religious (went to war for the right to worship Talos)
Military trained
Rebellious nature
Hates the Empire
Doesn't use the Thu'um unless it's absolutely necessary but will use it for battle.

Victor Sullivan: (Uncharted series)

Victor Sullivan Render2
Picture taken from here
As a direct opposite to the setup of Ulfric Stormcloak, I chose Victor Sullivan (known as "Sully") from the uncharted series due to his likable nature and tendency towards acting in a fatherly manner. His friendly persona is only broken when you realize that the only thing more powerful than his loyalty is his greed and that he will trade up even Nate to rid himself of debt.
Information taken from here

Father figure (more forgiving to drake in particular when hes older due to raising him and opts to protect children he doesn't know)
Antique dealer (affects Item transaction)
Explorer
Navy/ Military trained (Disciplined)
Hired Thief
Observant
Compassionate (Stays to comfort wounded)
Driven by Money ( walks away from opportunity when no money is to be gained, is in debt at the beginning of uncharted 2 and despite loyalty to drake informs rival treasure hunter)

Urdnot Wrex: (Mass Effect)

Picture taken from here
I've chosen Wrex from the Mass Effect series due to the fact his isn't military trained. His people are natural warriors implying they battle more from instinct than disciplined routines. This combined with the explosive rage that can occur when his character is pushed too far makes him a good example of extreme negative reactions after repetitive negative action.
Information taken from here and here


Natural Warrior, (Naturally violent but with no military training)
Rebellious
Strong beliefs
Honor-bound (turns away from own people and father at one point because of this)
Intelligent
Disapproves of being a mindless warmongering people
Worked as a gun for hire
Rarely loses his temper
Doesn't voice his thoughts often but when he does. you listen.
Don't get on his bad side.


Ben Paul: (Walking dead)

Picture taken from here

As with Sully, Ben from the walking dead series has been chosen to mirror the characteristics of Wrex. As opposed to being a natural warrior, Ben is the epitome of the "dirty coward" trope and is driven by his own sense of self preservation and his fear of being eaten alive to the point of putting other more vulnerable characters in danger.

Greatest fear, being eaten alive. Over rules all other urges including relationships
Inept combatant
Runs away when things turn bad
Fear of blood (Would pass out if asked to cut arm off)
Stands up for self after persistent abuse


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I've been sidetracked for part of the day by one thing or another but party because i came across this while looking at Ulfric..


Skyrim NPC personality generator for background/minor NPCs
(including followers and potential spouses)

Taken from here, the website found describes what happens when an NPC dies within the world. A new NPC is randomly generated using the following three stats. It mentions that the aggression level will differ depending on the "faction combat modifier" which is similar to the relationship factor I've included in my own system.

Aggression

There are four possible values for aggression. Together with the faction relationship combat modifier this governs whether the NPC initiates combat.
  • 0: Unaggressive
  • 1: Aggressive
  • 2: Very Aggressive
  • 3: Frenzied

Confidence

There are five possible values for confidence:
  • 0: Cowardly
  • 1: Cautious
  • 2: Average
  • 3: Brave
  • 4: Foolhardy

Morality

Morality determines whether or not an NPC will commit various crimes, and controls whether or not a follower will agree to do certain requested actions. There are four possible values for morality:
  • 0: Any Crime. NPC is willing to commit any requested crime.
  • 1: Violence Against Enemies. NPC is willing to commit violence against enemies, as well as property crimes. NPC is not willing to attack innocent people.
  • 2: Property Crime Only. The only crimes the NPC will commit are property crimes (e.g., theft).
  • 3: No Crime. NPC is not willing to commit any crimes. Followers with this morality will still not report crimes that they witness you committing (with the exception of crimes against them, such as stealing items owned by the follower).


I'd be interested to see if i could find anything else that goes into how this system was created. As I've noted in my case study post, which I've been accumulating for a fair few days now and haven't actually posted yet, the problem i have with the skyrim animations is that the performance doesn't change anywhere near enough for exaggerated characters for example Cicero with his amazingly eccentric voice acting that doesn't come across with the sound off. This example may make a character more aggressive in how likely it is to start a fight but its more to do with how it initiates combat and it doesn't seem to factor in the possibility they might want to run away or hide? I know it has cowardly in the confidence section but does that over rule a character with "frenzied" in the aggression section or vice versa?
The morality trait seems to be an interesting idea though... would the relationship and personality factors of my system be enough to influence the outcome of an event where the player asks you to do something? Would that be better factored into the list of interactions than adding a new factor?

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