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companions_in_games [2009-01-26 14:56] – davegriffiths | companions_in_games [2009-01-26 15:37] – davegriffiths | ||
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Strategies used in increasing attachment to companions in games: | Strategies used in increasing attachment to companions in games: | ||
- | * Graphical limitations don't affect attachment levels. In fact they probably help, in accordance with the uncanny valley. | ||
* Having companions dependant on you in some form (e.g. need feeding or rescuing) is a good way to build up a relationship. | * Having companions dependant on you in some form (e.g. need feeding or rescuing) is a good way to build up a relationship. | ||
+ | * Graphical limitations don't affect attachment levels. In fact they probably help, in accordance with the uncanny valley. | ||
* The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, | * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, | ||
* User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it" | * User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it" | ||
* Collective intelligence is generally more robust, and likely to resolve in useful emergent behaviour than relying on a single agent. | * Collective intelligence is generally more robust, and likely to resolve in useful emergent behaviour than relying on a single agent. | ||
* Migration of companions has been tried in games, and was generally seen as a successful experiment, the user accepting a large change in technology used to visualise the agent. | * Migration of companions has been tried in games, and was generally seen as a successful experiment, the user accepting a large change in technology used to visualise the agent. |