Characters in Computer Games: Toward Understanding Interpretation and Design


Lankoski Petri Heliö Satu Ekman Inger
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

Interpretation of characters is a fundamental feature of human behavior. Even with limited information available, people will assign personality – even to inanimate objects. Characters in computer games will be attributed personality based on their appearance and behavior. The interpretation of these characters affects the whole game experience. Designing the protagonist character in computer games is different from the design of static characters (e.g. film or literature), because the player’s actions will affect the nature of the character. There are, however, many ways to control and guide the actions of the protagonist and thus the character’s nature. By setting goals, scripting pre-defined actions and choosing what kind of actions to implement, the game designer can restrict the player’s freedom. This, together with the characterization of the character, will affect the interpretation of the character.

 

Approaches to Computer Game Design


Lankoski Petri Heliö Satu
2002 Computer Games and Digital Cultures Conference Proceedings

From the player's point of view, action is an important feature of a game. Action can be created and directed by raising expectations, building up motivations and setting goals for the players. An important tool for setting up motivations and goals for the player are well-defined characters with distinct natures and needs. Those will create the basis of conflict in the game. Expectations, which guide the choices of players, are the expectation of gaming, genre and also intermediality as a whole. Space and architecture can be used for communicating the genre, thus creating some expectations and removing others. On the other hand, by using the design of space and the rules of the game the players can be guided into using the space in a manner that endorses the gaming experience.

 

Simulating the Storytelling Qualities of Life: Telling Stories with the Sims


Heliö Satu
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

The stories vs. games debate has been prominent during the early years of game studies, and few other perspectives have been introduced to the discussion. In the paper, Game Researcher and Concept Designer Satu Heliö from Sulake Corporation introduces new concepts with which to approach the supposed divide. She argues that concepts such as narrative mindset and social schema provide better means to understand game features and player motivations regarding such game genres as role-playing games and popular game series such as The Sims.