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the form of<br />

. A video capture is<br />

taken of a real person speaking, and combined<br />

with an algorithm that can understand what is<br />

said when a player speaks to them. It can process<br />

this information and respond with an appropriate<br />

pre-recorded answer. While this might sound<br />

rudimentary, it’s a lot more intelligent than it<br />

might seem. Programmers have advanced enough<br />

to display responses to not only direct sentences<br />

spoken, but variations of them as well; these<br />

characters in front of you are realistic (without<br />

being creepy), responsive, and seemly intelligent.<br />

The company who created this used it as an<br />

interactive collection of biographies from the<br />

USC Shoah Foundations that enables people to<br />

have conversations with Holocaust survivors. In<br />

terms of technology, my prediction is that this is<br />

where the future of realistic NPC conversations<br />

will begin. The ‘need’ will arise for more<br />

convincing human interaction when we start<br />

hearing more and more success stories of<br />

previsualization, education, empathy building<br />

and evidence building from imitating real life<br />

with humans – just as we have with environments.<br />

In terms of intelligent NPC within the medium<br />

of game development, we can find many examples<br />

in role playing games (RPG). Bioware, one of the<br />

most prominent RPG developers, create games<br />

that have multi-choice conversations which allow<br />

you to choose from a list of responses when you<br />

interact with an NPC – what the player selects<br />

impacts the NPC’s response. While it holds a few<br />

similarities with real conversation, it usually<br />

comes across comparatively smothering and<br />

limited. VR has similar mechanics in some of<br />

their applications, and their biggest downfall is<br />

having to animate a realistic interaction for every<br />

frame, every response, that could possibly be<br />

required. Many argue that this was the reason that<br />

the newest addition from the Bioware studio,<br />

Mass Effect Andromeda, publicly failed – being<br />

unable to realistically present convincing human<br />

expression, conversation and interaction<br />

comparable with the scale of realism in the rest of<br />

the game.

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