Game Development Reference
may not have the budget to pack emotion into every possible additional avenue
available. The designer may decide that having a main character show emotion is
all that is required.
Dealing in emotions at all forces a broad swath of people to become aware of the
potential to deliver emotional content, like it or not. Even when AI can accurately
make the decisions, the rest of the game has to be able to exploit them. It may be
the case that the rest of the team is not equipped with the analytical skills needed
to judge the emotional impact of their work so that they can create multiple
The emotional payload of the more nuanced effects requires a cultural context.
The difference between a black pin-stripe suit and a navy-blue one will be lost in
cultures where no one wears a suit. Worse than an ''I don't get it'' response is
when the cues confuse or worse yet offend the player. These techniques can easily
be the unwitting vehicle of hidden stereotypes and unintentional disrespect. A
nuanced world in front of a clueless player is wasted effort. A clueless design in
front of a sensitive player has the all of the makings of a perfect Internet flame
storm. The last thing any game company needs is an eloquent player who feels
disrespected and yanked around emotionally.
Pac-man showed us that simply changing the color of the ghosts not only told the
player that the ghosts were vulnerable, it helped imply that they were afraid of the
player. For our project we will add some color to our FSM monster AI from
Chapter 3. That way, we can tell how it is feeling. After we do that, we will give the
emotions their own FSM that is separate from the FSM that controls actions.
After giving our monster emotions, we will model the relationships between
passengers on a cruise ship.
We will model the emotional state of our monster using the same states it uses for
thinking. Our monster, when it attacks, is healthy and angry, so we will use pink
as our color for that state. When out monster flees, it is wounded and afraid; we
will use light gray for that state. When our monster is calmly hiding, its protective
camouflage turns it green. We can do this with three lines added to the entry
functions of the three states.