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CHARACTER ROLES
ABSTRACT
In video games, non-player characters (NPCs) provide important services in that they facilitate the player's interaction
with the game in a way that is in accordance with the expectations set by the narrative. It is, however, still unclear in what
ways these NPCs must act, look, and feel in order to fulfill these expectations. In this study we aim to establish a
typology of the roles NPCs play in games, building on a previous typology by Bartle (2004) aimed at providing a
framework for describing the requirements put on NPCs by these expectations. This was done via an online survey,
where respondents were asked to classify NPCs in images from 4 games, and to provide a description of why they
classified it as belonging to a certain role. The results of the survey were the analyzed for instances where players
expressed confusion about which role an NPC belonged to. These findings were used to update the previous typology.
The results from this were later verified by applying the new typology to 10 other games. In the end we identified a
number of new roles, as well as modifications to existing roles, which when combined with Bartle’s original typology
created a typology applicable to a larger number of genres.
KEYWORDS
Non-player characters, roles, affordance, interaction, games, evaluation
1. INTRODUCTION
Within video games, non-player characters (NPCs) provide many functions to players (Bartle, 2004). They
not only provide challenges, but also allow the player to manage resources, provide narrative exposition, and
make the world feel alive. In many of these roles, NPCs provide direct game functions to the player, for
example buying or selling goods (Bartle, 2004). In order for the player to be able to utilize these functions,
they first need to be able to perceive them (McGrenere & Ho, 2000).
In a previous study (Warpefelt, 2015) we performed a survey where respondents were asked to classify
examples of NPCs from 4 games as belonging to different roles, and to provide the reasoning for their
decision. This study showed that the roles established by Bartle (2004) were somewhat lacking in descriptive
power for some types of games. In this study we aim to remedy this, and to that end we updated Bartle’s list
of roles using the results gathered from the previous study (Warpefelt, 2015) and verified this by applying the
new typology to 10 other games from diverse genres. In the end, we identified a number of new roles, as well
as a number of modifications to Bartle’s list.
2. BACKGROUND
NPCs play a critical role in upholding the believability of a game world, both by their behavior but also by
their appearance (Loyall, 1997). By making the game believable, they also strengthen the player's feeling of
immersion (Johansson 2013; Johansson, Warpefelt & Verhagen, 2014). However, the visual representation of
NPCs is not only defined by the functions they provide within the game, but also encompasses and makes
perceptible the roles they play in the narrative of the game. Therefore, the visual representation of an NPC
must not only signal its functional role, but also be in line with the expectations set by the narrative (Loyall,
1997; Desurvire, Caplan and Toth, 2004). NPCs take on many different forms in games. In some cases, they
take on human-like forms and interact with the player in peaceful ways. In others, they are monsters who
exist to fight the player (Bartle, 2005). In less common cases, they may take on forms not commonly
associated with characters, for example vehicles or trees. The distinction used in this work is if they achieve
some level of characterhood – i.e. the active portrayal of a character as opposed to merely existing in the
world (Warpefelt, 2013). For example, a shopkeeper would qualify as an NPC, whereas a vending machine
would not. This distinction can sometimes be difficult to make, and the level of behavior needed to achieve
characterhood could come down to very slight differences. In the shopkeeper example above, giving the
shopkeeper a spoken voice and making them look like a shopkeeper would push them over the edge, whereas
the vending machine would have to perform actions that would be truly extraordinary for a vending machine
(for example be able to hold a conversation) to qualify for characterhood. In order for the NPC to achieve
characterhood, and for the game to maintain believability and enjoyment, however, the representation of the
NPC must be presented in accordance with the roles that the player has understood the NPCs to have in the
game (Loyall, 1997) as they are signaled by the narrative and the created expectations. In many cases, the
achievement of characterhood will come down to the player’s expectations on the character, and to what
extent the player’s imagination will “fill in the blanks”. For example, a bus may qualify as an NPC in a
racing game if it were actively hindering the player from completing the race since the player would likely
assume that a moving bus would have someone at the wheel. The bus thus becomes the avatar of the virtual
bus driver, as it were.
Each of these roles defines a function provided by an NPC within the game, as opposed to in what ways
the NPC ties into or supports the narrative. However, the NPCs still exist within the narrative and therefore
this role must also be represented in such a way that the player is able to perceive and interpret the NPC as
being of a specific role.
player plays the game, they encounter numerous areas, items, and NPCs and each of these feed into what
Calleja (2009) calls the alterbiography. Calleja's alterbiography is essentially the narrative that arises as the
player experiences the game. This is contrasted with the scripted narrative, which consists of pre-made
sequences providing exposition of the overarching story of the game. The scripted narrative becomes a part
of the alterbiography, albeit in the way the player experienced the story rather than how the story was
presented. However, the scripted narrative also provides the framework through which the player understands
the world, and thus creates their alterbiography.
3.1.4 Supply background information and Make the place look busy
The roles of Supply background information and Make the place look busy were perceived as similar by the
respondents. Functionally, they both provide background information in that they influence the creation of
the alterbiography, but the act of passively supplying background information was sometimes confused with
making the place look busy.