Video game
programmers have been giving you a “friend” to go a bit of your in-game journey
with you for decades now. It has always been a nice thing not to be all alone
in a virtual world, a friend is someone who isn’t out to get you. Or a major
annoyance and the buster of the suspension of disbelief.
There are
four basic types of non-hostile NPCs (non-player-characters for those
unfamiliar with the lingo) in video-games. The first two types of NPC are
relevant bystanders, such as shop-owners and quest-givers, and civilians, who
mill about just to make the world seem more alive. These have been present from
the early days of RPGs and have since invaded other genres, such as
action-based or strategic games. As backdrops and static shopping-implements,
these characters are okay. The other two types are what can get really
frustrating: Protectees and Side-Kicks. And any combination thereof. Let’s talk
about them.
When asked
which of the two is worse for you as a gamer to be paired with by inconsiderate
game designers, most people will probably be quick to go with a side-kick who
needs to be protected in order to advance in the game. Escort-missions are
notorious for being frustrating and a good side-kick can possibly hold their
own in dangerous situations and/or be immortal for story-reasons. I believe
that both are equally annoying, if implemented in the wrong way. The problem
is, most of the time, bad AI. If the NPC you’re supposed to protect can’t
appreciate a dangerous situation and runs head-first into a horde of monsters,
that’s one thing. Them getting stuck behind a chair and being unable to keep up
with you is worse, as it shatters your suspension of disbelief. Nothing screams
“this is a video-game” like someone running in place behind a small obstacle
and this applies to both the “helpful” and the “to be protected” kind of ally.
The problem is that enemies, most of the time, only have the job to either
patrol a certain area or to single-mindedly attack the player character. As
such, they don’t need to much refinement to look somewhat believable in the
thick of the action. The more open the game-world, the less the game will be
able to mask deficits in the AI-department with clever scripting, which in my
opinion may be one of the reasons why there is a strong resurgence in “realistic”
corridor-shooters these days. The thing with your NPC-sidekick is that they are
around in different situations and must usually traverse far greater ranges
than your enemies, which leads to situations where they may simply be out of
their league when it comes to path-finding, danger-avoiding and, most important
of all, natural-behaving.
Which gets
me to the point of this post: Animals. The thing about the suspension of
disbelief not working with most human characters is probably a problem of
expectation: You expect a human being to behave somewhat smart. To think some
actions through before doing them. This is especially true if they have lines
to say. As I stated in my play-diary about Oblivion: It’s infuriating to have
an NPC next to me yell “This one is mine!” and then stand in place without
drawing their weapon while some monster is clawing at me. It ruins the
immersion. When I think back to any game I played over the past two decades,
the only useful-seeming human sidekick I remember was Alyx in Half Life 2 and
she only had a very few scenes in the heavily-scripted corridor that game was.
Animals though…
Animals are
better sidekicks. There are two reasons for this. The first of these is that
animals are cute. You can’t deny it and Hollywood generally likes showing who
the good guys are by giving them dogs for pets or even making the good guys
look like dogs/cats (see Avatar). There is no easier (cheaper) way of stirring
up dramatic emotions than to have a dog die in a dramatic fashion. I guess we
as a species like the innocence we see in them. The other thing is that we are
much more lenient with animals when it comes to AI. If a dog does something
stupid, it’s not stupid, it’s naïve! A dog won’t yell one thing and then do
another because they can’t talk (I’ll keep anthropomorphic animals out of
this). Of course not all animal sidekicks are equally qualified for the job but
some do stick to your mind. And as humans are used to taking care of pets,
protecting them from the dangers of say, the traffic of the town outside, the neighbor’s
cat etc., we are much more willing to protect and shepherd an animal in-game
than we would be with a human NPC. I strongly propose somebody make a simple
game containing an escort-mission, re-skinning the escorted NPC once as a human
and once as an animal and let two test-groups of players play one version each.
Their reactions would probably go in favor of the animal NPC, not because of
game-mechanics but because of emotions and a story-element.
When I
think about in-game NPCs I had a good time with, almost all of them have been
animals. There was that dog in Fallout (and Fallout 2), which you just KNEW
would get shot at some point and you dreaded that moment. There was my dog in
Minecraft, which sacrificed itself, leaving its’ post to save me from an
Enderman, leaving me so bummed-out that I had to close the game for a while.
There was that Lynx I had in Torchlight, which was at least clever enough to
flee when its health dropped to zero…
And then
there is the horse in Shadow of the Colossus. My favorite game of all times
containing my favorite NPC – and I normally don’t really like horses. Just
compare Aroo (or however its name is written) with the horse-skinned
motorcycles you have in Oblivion. The latter stands there, you climb on it, you
ride it like a vehicle and then you park it somewhere. The former whinnies and
huffs, reacts to you, you can fire arrows while it gallops along the edge of a
cliff, finding its own way, because, you know, it’s an animal and it has
instincts and a brain too! It’s also the only friend the player has in this
forsaken empty landscape, the only living thing that’s on your side, always
coming back for you. Probably the only living thing between you, the dead girl,
the gods you slay, and madness. The horses’ role in the end of the game made a
tear roll down my cheek. It’s the only time a video-game has ever made me cry.
Edit: An hour after posting this I notice that Yahtzee has written on the same topic today... Go there for a better read than mine!
Edit: An hour after posting this I notice that Yahtzee has written on the same topic today... Go there for a better read than mine!
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