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"non-player character" Definitions
  1. a video game character that is not controlled by a player of the game

208 Sentences With "non player character"

How to use non player character in a sentence? Find typical usage patterns (collocations)/phrases/context for "non player character" and check conjugation/comparative form for "non player character". Mastering all the usages of "non player character" from sentence examples published by news publications.

"She's basically a NPC [non-player character]," concludes Beth Elderkin at io9.
Your clit is like a non-player character (NPC) in a video game.
Mike Williams, USgamer Lieutenants can be recruited from nearly every enemy non-player character (NPC) in Odyssey.
Slackbot became like a "familiar" in a video game: a non-player character that explains the world.
Eventually, Reynolds&apos character, named Guy, realizes that he&aposs a non-player character in a video game.
Watch Dogs 2 players have found at least one female non-player character model with a fully rendered vagina.
In video game jargon, a non-player character (NPC) is defined by only having a limited number of responses.
Browsing through the phone's contents I felt like I was exploring the life of a video game non-player character.
Like any non-player character, they are programmed to act in certain ways in reaction to certain in-game variables.
Say you meet an NPC (a non-player character in a game), who you could kill without any consequences at all.
Aside from the new location, the big shift appears to be the ability to take control of any non-player character in the world.
The game physics were also very rough, with any kind of collision resulting in NPC [non-player character] animations breaking and vehicles losing control.
Second, in terms of developing characters themselves, let sex workers and their labor get the same respect as any other non-player character (NPC) at *work.
An idyllic suburb chock full of retired secret agents will remain in a stable state until the player chooses to step into the orbit of a non-player character.
So sometimes when you're getting all this non-player character dialogue, it's awesome because you're learning about the world and the people who came before you and the reason that Builders are rare in this world.
You'll be asked to locate items to satisfy the demands of the first non-player character you properly meet—apologies for the vagueness here but, you know, embargoes—but there's no time limit imposed, and no set order for completing these tasks.
Ice appears as a non-player character in DC Universe Online.
A dialogue tree as implemented in the game The Banner Saga: the query from the non-player character appears at the bottom, and three possible player responses at the upper left. The player typically enters the gameplay mode by choosing to speak with a non-player character (or when a non-player character chooses to speak to them), and then choosing a line of pre-written dialog from a menu. Upon choosing what to say, the non-player character responds to the player, and the player is given another choice of what to say. This cycle continues until the conversation ends.
Non-Player Character Records is an accessory for the Dungeons & Dragons fantasy role-playing game.
Non-Player Character Records is a DM's aid containing 32 character record sheets for non-player characters, intended for use with first edition AD&D; rules.
Non-Player Character Records was designed by Harold Johnson, with a cover by Erol Otus, and was published by TSR in 1979 as a 32-page booklet.
Violet also had cameos as a playable character in the 1994 Codemasters racing videogame Micro Machines 2 and subsequent sequels, and as a non-player character in Gabriel Knight 2 and Normality.
The character appears in The Wolf Among Us— a downloadable episodic video game set during the 1980s, before the events of Fables — where he is still alive and appears as a non-player character.
Bigby was created by Rob Kuntz as a low-level non-player character evil wizard in the early dungeons of Greyhawk in 1973. Gary Gygax's character, the wizard Mordenkainen, encountered Bigby. The two wizards engaged in combat; Mordenkainen managed to subdue Bigby using a charm spell, and forced Bigby to become his servant. Kuntz ruled that Bigby would be Mordenkainen's servant as long as he remained under the charm spell, but until Gygax, through roleplaying, had won Bigby's loyalty, the evil wizard would remain a non- player character under Kuntz's control.
In appearance, the NPC character is gray in color and simple in its design, with an expressionless face with a triangular nose and a blank stare. The shape of the NPC face resembles that of Wojak, and is drawn crudely. The initialism NPC refers to non-player character, a term used in video-games for characters the player cannot control. As such, a non-player character in a game is controlled by the computer, and typically interacts with the player through simple and repetitive actions, such as communicating the same sentence each time the player approaches the NPC.
The appearance of entities referred to as "gods" in a MUD does not necessarily mean that this usage of the word is being applied; the word's ordinary usage is also frequently in evidence, referring to non-player character gods or even non- administrative player character gods.
The player typically must complete a linear sequence of certain quests in order to reach the end of the game's story, although quests in some games such as Arcanum or Geneforge can limit or enable certain choices later in the game. Many RPGs also often allow the player to seek out optional side-quests and character interactions. Quests of this sort can be found by talking to a non-player character, and there may be no penalty for abandoning or ignoring these quests other than a missed opportunity or reward. Quests may involve defeating one or many enemies, rescuing a non-player character, item fetch quests, or locational puzzles such as mysteriously locked doors.
Each branch point (or node) is essentially a different menu of choices, and each choice that the player makes triggers a response from the non-player character followed by a new menu of choices. In some genres such as role-playing video games, external factors such as charisma may influence the response of the non-player character or unlock options that would not be available to other characters. These conversations can have far-reaching consequences, such as deciding to disclose a valuable secret that has been entrusted to the player. However, these are usually not real tree data structure in programmers sense, because they contain cycles as can be seen on illustration on this page.
The game has elements of Ultima Underworld: The Stygian Abyss (3d world and real-time action) and its game concept is somewhat similar to Westwood's Eye of the Beholder series. The player initially creates two player characters (PCs) and can acquire non- player character (NPC) allies later in the game.
Shadowlord is a board game published by Parker Brothers in 1983. In it, two to four players, each representing a "master" of one of the four Greek elements (earth, fire, wind, and water) battle each other, and a non-player character called the Shadowlord, to become master of the universe.
Internally, the team began to doubt their investment in a non-player character-driven game as sufficiently interesting. Spector was swayed by this widespread sentiment to have "monsters and bad guys", and the team increased the prominence of several robots and added genetically-altered animals that still fit the story.
The Gumshoe System is player-centric, putting die rolling in the hands of the players whenever possible. Non-player character abilities either modify the roll made by the player, or succeeds or fails depending on what the game master finds dramatically appropriate. Direct conflict between characters, such as combat, is an exception.
Players can choose to fight non-player character (NPC) monsters, complete quests, or increase their experience in the available skills. Players interact with each other through trading, chatting, or by participating in mini-games and activities, some of which are competitive or combative in nature, while others require cooperative or collaborative play.
The game displays an unusual rich approach to non-player character dialogue and diverts from the typical puzzle-solving in interactive fiction: the whole gameplay is based on the interaction with a single character in a single room. The game Galatea is licensed under the Creative Commons BY-NC-ND 3.0 US license.
He has shown romantic feelings towards Yuri in Track Zero, although he finds himself getting attracted to Yui much later in the series. He died from getting hit by a truck. He uses an RPK-74 and an S&W; 645\. ; : : Naoi is a human originally thought to be a non-player character (non-human).
Eevee reappears as a starter Pokémon in Pokémon Mystery Dungeon Sky. Eevee appears as a non-player character in PokéPark Wii: Pikachu's Adventure and its sequel, PokéPark 2: Wonders Beyond, as do all of its then-seven evolutions. Eevee also appears in Super Smash Bros. for Nintendo 3DS and Wii U and Super Smash Bros.
The game is set in the desertous region of Orre. The player protagonist is Wes, a former member of Team Snagem. Throughout the game, the player rescues "Shadow Pokémon"—Pokémon who have had their hearts darkened by Team Cipher, an antagonistic organization—via snagging. Rui, a non-player character, serves as Wes's sidekick and identifies Shadow Pokémon.
The Encyclopedia feature gives a description of each officer in Dynasty Warriors 5, including every non-player character. The Options feature stores viewed pre-rendered videos and offers gameplay and presentation options to the player. The stronghold feature from Dynasty Warriors 4: Empires is also included in Dynasty Warriors 5. This aspect of gameplay introduces bases to the battlefield.
Galatea is an interactive fiction video game by Emily Short featuring a modern rendition of the Greek myth of Galatea, the sculpture of a woman which gained life. It took "Best of Show" in the 2000 IF Art ShowMontfort, Nick. Galatea. nickm.com. Accessed 23 December 2012. and won a XYZZY Award for Best Non- Player Character.
Blunk is a non-player character who trades useful items for something he wants. Needed items can be stored in the inventory. The game has 20 levels in total. After beating the game, the player unlocks Kandrakar Mode, which allows each Guardian to use her abilities without drawing power from the Power Meter and gives Caleb unlimited arrows.
At least two of the non-player character descriptions refer to details from the Mystara setting rather than Greyhawk. In 2001, Wizards of the Coast published Keep on the Borderlands, a novelization by Ru Emerson for the Greyhawk Classics series. The novel was also set in the World of Greyhawk with scant references to its location.Emerson, Ru (2001).
DartMUD is a classless system, which means any skill may be learned by anyone. However, only some skills can be self-taught; others must be learned from a non-player character (NPC) or player teacher. Many skills aren't taught by NPCs, forcing a greater level of player interaction. Skills are improved by practicing relevant tasks of increasing difficulty, not by spending experience points.
Nakoruru is furthermore a non-player character in the dating sims Days of Memories: Oedo Love Scroll and Kaze Maiu Miyako de Tsukamaete!, and has a cameo of Rera as Nakoruru in Sekai de Ichiban Atsui Fuyu. She appears in cards in SNK Dream Battle and SNK vs. Capcom Card Fighters DS. She also appears as a spirit in Nintendo's Super Smash Bros.
There are over 17,000 star systems in StarQuest Online, and approximately 100,000 individual planets. Star positions were taken from Hipparcos satellite data for positional accuracy . Each planet was then created using a stellar dust accretion program based on the mass of each star. There are over 150 non-player character (NPC) races, and many other alien creatures inhabiting these worlds.
While many role-playing game systems work with weather types and terrain difficulties, the Scarred Lands system brings in the aspect of land as an NPC (Non-Player Character). There are two continents published in a book apiece, Ghelspad and Termana; and three more collected in the last book, Asherak, the Dragon Isles, and Fenrilik. Ghelspad is temperate. Termana is tropical.
Others may subtract it from games where it is normally present. For most games with character resurrection, characters typically pay a price to be restored. The price is often an in-game fee paid to a non-player character with magic or technology capable of restoring the character. The fee may be paid by the character in advance, or by other characters.
Under the Battle Zone System, players could create "rooms" for battles, be it against monsters or other players. Players had to talk with a specific non-player character (NPC) in each town to create such rooms. They could select different types of maps, areas, set the entry numbers, degree of difficulty and types of monsters within the map. For a players vs.
When law enforcement witnesses the player committing a crime, or is alerted by a non-player character (NPC), police officers will attempt to arrest the player. The game upgrades system is a returning feature, with items being divided into three categories: Ghost, Aggressor, and Trickster. Upgrades can be customized according to playstyles. Players can hack the environment around them to advance in the missions.
A party of adventurers in Tales of Trolls & Treasures. A party is a group of characters adventuring together in a role-playing game. In tabletop role- playing, a party is composed of a group of player characters, occasionally with the addition of non-player character allies controlled by those players or by the gamemaster. In computer games, the relationship between the party and the players varies considerably.
Lost Pig is a comedic work of interactive fiction about an orc retrieving an escaped pig. It was created by Admiral Jota and released as freeware. It took first place in the 2007 Interactive Fiction Competition with an average score of 8.27. Lost Pig won best game, best writing, best individual non-player character, and best individual player character in the 2007 XYZZY Awards.
When the gauge is completely filled up and the main character attacks with a weapon, he will perform a special attack. One additional non-player character may occasionally accompany the main character in the story and can perform different activities to aid the main character in his quest. The game introduced the ability to kill townspeople, something that many role-playing video games of the time lacked.
San Succi (1982) was a map pack. It detailed a 16-block area in 1:72 scale for use with 20mm or 25mm lead figures. It also contained a guide to the buildings on the map, a Non-Player Character (NPC) generating system, and a vehicular combat system (called ROADKILL). Sayaret / Track Commander (1982) – was a supplement set during the Arab-Israeli Wars (1967 to 1983).
This is unusual among MMORPGs, which often rely upon Non-player character vendors and quest givers to perform these functions. Xsyon can be found on many sandbox MMORPG game lists. The game world is currently both Player versus Environment (PvE) and open Player versus Player (PvP), with players being safe from other players only in the starter area (Founder's Isle) and on their own tribe land.
Participants dress up and are involved as either player characters, non-player character, or Plot Members. It premiered at the Cinequest Film Festival 17 in 2007, where it received the Audience Award for Best Documentary. (Press release) Monster Camp screened at the Seattle International Film Festival and the Corvallis da Vinci Film Festival. According to the film's site, it has screened in approximately 40 film festivals around the world.
Special moves can be performed through certain combinations. To cross bodies of water, swimming sequences can be triggered, which expends oxygen. Physical exertion depletes energy, which is repleted with Medikits, food, drinks, or special potions. In the event of death (and eventually at will), the player is reincarnated into the body of the first non-player character (NPC) that interacts with them; there are more than forty people to inhabit.
During the game's May 1996 alpha testing, there already formed over a dozen player-created guilds. Shadowclan is a guild that gained notoriety within the online gaming community in 1997 by taking the place of non-player character orcs in Ultima Online. Former clan administrator Ogur was interviewed about Shadowclan in Massively Multiplayer Games For Dummies. A reference to Shadowclan was written into the official Dark Age of Camelot documentation.
WWE SmackDown vs. Raw 2010 also features new additions to match gameplay. A new feature that has been added is the THQ Training Facility, a tutorial option for players who may be unaware of the gameplay of the series. The player is able to choose a superstar, their non-player character opponent (or they may choose to play with another player), the match type, and the game or match settings.
New to the Zenonia series, the Execution Room is a Colosseum-style tournament against in-game monsters. The user can choose to battle the monsters alone or use their device to control their friend's character and face the challenge with a non-player character (NPC) by their side. This is called Asynchronous co-op gameplay. The Execution Room is available to the user after reaching the town of Delfoy.
The acquisition of cyberware—cyberweapons, cyberoptics and other implants—carries a Humanity Cost. Every ten points of Humanity Cost causes the loss of an Empathy point, the character attribute that measures how well they relate to other people. An Empathy level of zero represents a complete loss of humanity, a state known as cyberpsychosis; in the case of players, their character becomes a non-player character controlled by the gamemaster.
In June 2005, Valve opened the Valve Developer Community (VDC) wiki. VDC replaced Valve's static Source SDK documentation with a full MediaWiki-powered community site; within a matter of days Valve reported that "the number of useful articles nearly doubled". These new articles covered the previously undocumented Counter-Strike: Source bot, Valve's non-player character AI, advice for mod teams on setting up source control, and other articles.
The in-game economy in Eve Online is an open economy that is largely player-driven. Non-player character (NPC) merchants sell skill books used by players to learn new skills and blueprints to manufacture ships and modules. NPC merchants also buy and sell Trade Goods. Some Trade Goods are only for trade between NPC merchants while others have a functional use and are not good for trade with NPCs.
The in-game economy in Perpetuum is an open economy that is largely player-driven. Non-player character (NPC) merchants sell low level modules and ammo. The players themselves gather the necessary raw materials to manufacture a large portion of all of the robots, modules and ammunition in the game. NPC robots can be looted for items, kernels (to be sold or used for research, providing base knowledge to build items) and materials.
The Watch Dogs series is part of a genre known as sandbox games. The series combines elements of action, adventure and vehicular gameplay. The player can freely roam the virtual world on foot or by use of vehicles and make use of an array of weapon and mêlée based combat. Illegal activity such as assaulting non-player character civilians and police officers will instigate a proactive and usually lethal response from authoritative figures.
The Saints Row series is part of a genre known as sandbox games. The series combines elements of action, adventure and vehicular gameplay. The player can freely roam the virtual world on foot or by use of vehicles and make use of an array of weapon and mêlée based combat. Illegal activity such as assaulting non-player character civilians and police officers will instigate a proactive and potentially lethal response from authoritative figures.
Ayane made her debut in Koei's Dynasty Warriors franchise in 2009 with a non-player character guest appearance in Dynasty Warriors: Strikeforce, where her Fuma Kodachi swords are available as the player's optional weapons. In 2011, Ayane's Ninja Gaiden Sigma 2 costume parts were made available as exclusive DLC for Dynasty Warriors Online during the game's first anniversary promotion campaign.Anoop Gantayat, Dynasty Warriors Online Has Ninja Gaiden Sigma Costumes , Andriasang.com, 2011-11-02.
The game focuses heavily on player choice for the story and missions. Certain moments in the story will give the player the option to accept or decline additional missions and lightly shape the plot around their choices. The player can communicate with any non-player character (NPC) in dynamic ways new to the series. The player can choose different dialogue trees with NPCs, such as having a friendly chat or insulting them.
Others require the player to escort a non- player character. Player characters can also shout at any time in order to get the attention of nearby Shibito. Within most stages, the player character can hide in certain places such as cupboards and lock doors to prevent Shibito from entering. When a Shibito hears a sound made by the player character, it will search in the direction from which they heard the sound.
The economy is based on Neopoints. Users can also exchange real money for Neocash, used exclusively for the NC Mall. Users can earn Neopoints through playing games, selling items, and other transactions. Once earned, they can be saved in the bank, used to buy items from other users or non-player character (NPC) shops, used to buy and sell stocks in the Neopian stock market called the NEODAQ, or used to buy various other things.
Eberron also introduces a new non-player character class known as the magewright, which is an arcane caster who has a limited selection of low-level spells. The existence of magewrights is part of the reason for the prevalence of low-level magic in Eberron. The setting added four new races to Dungeons & Dragons: Changelings, Shifters, Kalashtar, and Warforged. Changelings and Shifters were based on preexisting Dungeons and Dragons monsters, doppelgangers and lycanthropes respectively.
The adventure's packaging is similar to "previous Dark Sun modules". It provides useful reference materials for the dungeon master, to include a non-player character table, and extensive maps. It also contains a short work of fiction for context as well as comparatively good artwork related to earlier modules. The contents of the module are as follows: > Arcane Shadows places four to six 5th to 8th level characters in the City- > State of Urik.
It also contains a lake and a shooting park. Go Vacation can be played using a Mii or one of 284 avatars divided into eight categories such as "Grandmother", "Grandfather", "Boy", and "Girl". Treasure chests containing outfits for the players' avatars are scattered around the resorts. Players can create a virtual dog and a non-player character (NPC) to accompany them as they explore the resorts which, with some exceptions, cannot participate in minigames.
Elf as inspired by Tolkien. In Fantasy, races are often based on humanoid and/or intelligent creatures from Myths and Folklore. In modern Fantasy and Science fiction, race is a descriptor used to describe the various sapient species and beings that make up the setting. In tabletop role-playing games, players may choose to be one of these creatures when creating their player character (PC) or encounter them as a non-player character (NPC).
Homer and Bart play a videogame titled "PGA Tour of Duty", a portmanteau of Call of Duty: Zombies and the PGA Tour series, in which a representation of Bing Crosby appears as a zombie non-player character. Grampa's memory of his father is depicted in the animation style of Popeye. The stamp on the envelope which Kirk boils is a Forever Stamp. Homer sings a parody of the sea shanty Drunken Sailor to Marge.
Scott then takes the Ninja to find Jay. Once reunited with Jay, the Ninja must travel across three challenging game zones to obtain three Key- Tanas, which are the keys to unlocking the final challenge at the Temple of Madness. On their journey they are hunted by Red Visors, which are Unagami’s digital troops. In the first game zone, Terra Karana, the Ninja meet a non- player character (NPC) called Okino, who helps them through many deadly challenges.
Soon their search query is interrupted by an instant message from "Shallow Esophagus", a mysterious non-player character and possible parody of Deep Throat who introduces them to the concept of "pwnage". The player soon begins "pwning", or attacking, forums through various trolling methods. Following the first mission, one of four character classes can be chosen — "Emo Kid", "Troll", "Camwhore", or "Hacker". The player may also choose to stay as a "Re-Re", and later select the "Permanoob" class.
A non-player character (NPC) is any character in a game which is not controlled by a player. The term originated in traditional tabletop role- playing games where it applies to characters controlled by the gamemaster or referee rather than another player. In video games, this usually means a character controlled by the computer (instead of the player) that has a predetermined set of behaviors that potentially will impact game play, but not necessarily be true artificial intelligence.
Word Realms gameplay is based on battles between the player character and a computer-controlled non-player character (NPC). As in the game Bookworm Adventures by PopCap Games, battles consist of the player and the NPC taking turns spelling a word from a set of letters. There are also eight mini-games. Each mini-game has a different gameplay mechanism, sometimes similar to battles, and sometimes with some twists or restrictions that make it quite different.
To achieve this end, the studio recoded various core technology, which Shepherd considered was arguably similar to "starting from scratch". By the time the game reached beta status the game offered larger levels, improved non-player character (NPC) logic, and more fighting abilities for the player-character. Development of MediEvil: Resurrection began in 2003. Sony of Europe wanted a launch game for the PlayStation Portable and ordered SCE Cambridge to develop the game in time for the console's release.
GamePro put Sabre Wulf in the lineage of Wario Ware in that its quick and otherwise mundane levels became interesting when paired with its varied creature puzzle and racing hooks. NGC Magazine also appreciated the blend of strategic puzzle- platforming and making a fast escape. Other reviewers were also drawn to the puzzle elements. Sabre Wulf is oriented towards action, and IGN considered its few adventure elements of brief "busy-work wandering" and non-player character conversation weak.
Originally a non-player character (NPC) in Hearts, he is included as a playable character in Hearts R. Chalcedony is voiced by Hiroshi Kamiya. ;: A veteran Somatic who joins Kor's group in the hope of destroying the Xerom. He became a master after his wife and daughter were killed by Xerom, and becomes attached to Kohaku as she reminds him of his daughter. Initially cold and distant, he begins to show a lighter side while traveling with the group.
The game was designed to leave the player without a clear idea of how the game's story evolves. During these missions, objectives and guidance are provided through the player's interactions with objects and environments in the game. The tutorial system used to demonstrate routine gameplay elements such as object interaction and movement is disguised as the first level of Gravity Bone. Here, the player is tasked with the delivery of a contaminated drink to an unspecified non-player character.
Gameplay screenshot Before the game starts, players have to name their character and choose between one and two player mode and the two pre-set difficulty levels ("slow" and "fast"). In the game, one player with a blue shirt plays tennis against an AI enemie portrayed by a non-player character (NPC) with a red shirt. In the two-player mode, one player competes against another player local. Players can move vertically and horizontally on the map.
Non-Player Character, or NPC, debuting on January 3, 2014, is a spin-off series made of short stories focusing on the background of various supporting characters, some of which only appeared on one page in the main comic. Like the main story, it is written by Sohmer. The first six stories were drawn by Mohammad "Hawk" Haque, but since then each story is done by a unique artist. New pages are published each Tuesday and Friday.
In the open world video game Free City, Guy (Reynolds) is a non-player character (NPC) working as a bank teller. Thanks to a program developed by programmers Milly (Comer) and Keys (Keery) inserted into Free City by the publisher Antoine (Waititi), Guy becomes aware of his world being a video game, and takes steps to make himself the hero, creating a race against time to save the game before the developers can shut it down.
Certain game genres revolve almost entirely around character interactions, including visual novels such as Ace Attorney and dating sims such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them. Games revolving around relationship- building, including visual novels, dating sims such as Tokimeki Memorial, and some role-playing games such as Shin Megami Tensei: Persona, often give choices that have a different number of associated "mood points" which influence a player character's relationship and future conversations with a non-player character. These games often feature a day-night cycle with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations. Some games use a real-time conversation system, giving the player only a few seconds to respond to a non-player character, such as Sega's Sakura Wars and Alpha Protocol.
Atrus, as seen in Myst IV: Revelation. Atrus is the main non-player character in the Myst series, appearing in all five games of the main series; he also narrates the opening of Uru: Ages Beyond Myst. He is a member of the ancient D'ni civilization, though his only D'ni inheritance is through his paternal grandfather. The D'ni perfected a craft known as the Art, which allowed them to create portals to other worlds known as Ages by writing a descriptive "linking book".
Adventure games have strong storylines with significant dialog, and sometimes make effective use of recorded dialog or narration from voice actors. This genre of game is known for representing dialog as a conversation tree. Players are able to engage a non-player character by choosing a line of pre-written dialog from a menu, which triggers a response from the game character. These conversations are often designed as a tree structure, with players deciding between each branch of dialog to pursue.
Some "power ups" can aid the user by granting temporary imperviousness while others immobilize and hinder the opponent, Mario always gets the best power-ups. The player can also push opponents into electric barriers, which can electrocute them when they come in contact. The central antagonist of the Mario universe, Bowser, will also appear occasionally as a non-player character to obstruct the players from each side. Strikers includes six stadia, each having barriers to prevent the ball from going out of play.
Battles in the story take place on maps divided into a square-based grid. Battle actions are governed by a turn- based system where each unit on both sides is given their chance to move and act. During gameplay, weather and terrain effects appear such as fog of war or elements of the environment that can be manipulated to one side's advantage, affecting the progress of battle. Units are split between player, enemy and allied non-player character (NPC) units.
After each player takes his turn, the round ends. Either plots resolve (on Day 3, 6, 9, 12) or a General Event Card is drawn. On the beginning of Day 7 a Murder-Specific Event card is drawn. These events do a number of things, from changing a game mechanic, to putting an extra goal into play, to placing one of the character's acquaintances (a non-player character) on the board to accomplish a special function, or changing the murder situation entirely.
The term non-player character is also used in video games to describe entities not under the direct control of a player. The term carries a connotation that the character is not hostile towards players; hostile characters are referred to as enemies, mobs, or creeps. In video games, NPC is sometimes expanded as "non-playable character" or "non-player class". NPC behavior in computer games is usually scripted and automatic, triggered by certain actions or dialogue with the player characters.
A video game series based on Hawk's skateboarding, titled Tony Hawk's Pro Skater, debuted in 1999. Since then, the series has spawned 18 titles so far, including ten main-series titles, four spin-offs, and four repackages. Hawk's role in the series was usurped by customizable player characters in later installments, but he has remained a prominent character. In the fifth game in the series, Underground, he is a minor non-player character whom the player meets in Tampa, Florida, and skates against.
A screenshot of Riven, showing the prison island where the non-player character Catherine is held captive. Like its predecessor, Riven is a point and click adventure game played from a first-person perspective. The player explores immersive environments depicted through a large series of computer generated stills using mouse clicks for movement or to manipulate objects within reach. By operating mechanical contraptions and deciphering codes and symbols discovered in the surroundings, the vaguely explained goal can eventually be reached.
EVE Online is a persistent world, massively multiplayer online role playing space trading and combat game. Players control corporations and can form alliances with other players, which in turn can be formed into coalitions. Within the fictional galaxy of New Eden, star systems are assigned security ratings. In high security ("hi-sec") systems, the AI-controlled in-game security forces will swiftly punish aggressive attacks on other players, and aggressors take a large penalty to their reputation, key to non-player character interactions.
Sims are influenced by the player to interact with objects or other Sims. Sims may receive guests at their home lot, invited or not, from other playable lots or from unhoused non-player character (NPC) Sims. If enabled in the game's options, Sims have a certain amount of free will, allowing them to autonomously interact with their world. However, the player can override most of these autonomous actions by cancelling them in the action queue at the top of the screen.
Level of costume varies. Large one-off games usually see a lot of work put in by players with appropriate skills, or professional costumes are hired or borrowed. In long-term campaigns, great care is often taken on player character costumes, as the character (personality, abilities, and background) will most often be invented by the player themselves. Non-player character costume is sometimes less detailed, but favourite monsters or villains may reappear frequently as they become well loved by the players.
Humans and ogres are related closely enough that offspring are possible, but any children are considered ogres. Wolfen and the related Coyles (who resemble humanoid coyotes) may be able to breed, as one supplement (Adventures in the Northern Wilderness) implies that a non-player character may be half-Coyle/half-Wolfen, but this is not confirmed. There are also a variety of classes available. They are divided up into Men at Arms, Men of Magic, Clergy, and optional Occupational Character Classes (O.
Ravager of Time is an Advanced Dungeons & Dragons game module published in 1986. In the game, player characters, stricken by a rapid aging process, engage in a campaign against the sorceress Nuala that culminates in an assault on Nuala's keep. The adventure takes place in a swampland setting. The adventure is a TSR UK branch production and features non-player character types, expository style, atmosphere, and situations that are notably different from many of the game modules created in the US.
The players decide to host the next game night at Miles's house, which frustrates Scott. Before the game, Scott attempts to impress the group by declaring that The Matrix was written by him in junior high. When Miles begins to poke holes in his claim, Scott begins to yell at Miles and goes to the bathroom to cry. During the game, Miles decides to venture off the story Scott has planned and to kill off an important story non-player character.
Joachim is a card in the Star Trek Customizable Card Game. He is a "gold" card, meaning that he is neutral rather than allied with the Federation, the Klingons or the Romulans. The card identifies Joachim as "Khan's lieutenant and most trusted friend."Star Trek Customizable Card Game The Motion Pictures Expansion Limited Edition Rare Card 96R: Joachim FASA's Star Trek role-playing game has a supplement that gives full statistics for Joachim so that he can be used as a non-player character.
Role-playing game software, as opposed to role-playing video games, is a software intended to assist in developing and running of role-playing games. It does not allow the game to be played entirely within the computer. Such software assist in the drawing of maps, player character and non-player character creation, generation of monsters, and provision of dice rolls and their results. The software may be specific to a single role playing game system, or flexible enough to be applied to multiple game models.
Roleplaying is optional, and players can be observed playing in many different roles both in and out of character, from organisational, to social, to 'numberchasing' (grinding, especially for skills). Player versus player interaction is on an opt-in basis, with characters over two days of play old being allowed to remove their protected status. There are some notable exceptions to this -- for example, the player councils can hire in-game, NPC (non-player character) assassins to kill a player who hasn't opted for PvP status.
The 'passive' multiplayer element included the conversion of a human player companion into an AI controlled non-player character (NPC)s if they could be escorted to the home town of the main adventurer; however such AI controlled NPCs were not guaranteed to be entirely benign. Art style influences were cited as initially including Superbrothers: Sword & Sworcery EP, Shadow of the Colossus, and The Legend of Zelda series. Developers also stated they had been influenced by the emergent multiplayer storytelling found in the video game DayZ.
It also was one of the first signs that maps needed to be cut. The team forgot to prototype the non-player character artificial intelligence in this demo. A year later, in May 1999, they reached a milestone for finished game systems and the first two missions completed. While the player could start the game and character, use augmentations, acquire inventory, complete objectives, and save the game, their poor quality and comments from Newell led Spector to nickname the milestone the "Wow, these missions suck" milestone.
Cooperative gameplay (often abbreviated as co-op) is a feature in games that allows players to work together as teammates, usually against one or more non- player character opponents. In the case of video games, commonly specific reference to multiple users on separate systems entering the game of a single host user. However, it may casually and less technical any play that involves working together rather than in opposition. It is distinct from other multiplayer modes, such as competitive multiplayer modes like player versus player or deathmatch.
The Winchester Model 1892 is not limited to film in its media appearances; for example, in the video game Half-Life 2, the non-player character Father Grigori carries one. Hollywood studios purchased the '92 in quantity because it was in regular production (until World War II) but looked sufficiently like Old West Winchesters to substitute for valuable antiques, and because in calibers .44-40 and .38-40 it could fire, together with the Colt Single Action Army "Peacemaker" revolver, the standard Five-in-One blank cartridge.
Since many early role-playing video games are derived from Dungeons & Dragons, most use a level-based experience system. In many games, characters must obtain a minimum level to perform certain actions, such as wielding a particular weapon, entering a restricted area, or earning the respect of a non-player character. Some games use a system of "character levels", where higher-level characters hold an absolute advantage over those of lower level. In these games, statistical character management is usually kept to a minimum.
Icewind Dale II is a real-time adaptation of the D&D; Third Edition ruleset. The game is viewed from an isometric perspective, and a head-up display (HUD) occupies the bottom of the screen. Accessible from the HUD are an automap and a journal that records quests and important events. The player uses a point-and-click interface to interact with the game; for example, clicking on the ground moves the selected player character, and clicking on a passive non-player character (NPC) will initiate dialogue.
Luigi controls differently from the other characters, with a higher jump height and less precise handling. When the player defeats the final boss Bowser, the player receives the option at the start of each level to switch Luigi back to the original control style. Nabbit, originally a non-player character in NSMBU, is made available as the fourth playable character. Nabbit is invulnerable to enemy damage and cannot use any power-ups with the exception of the Super Star, which are instead collected and converted into extra lives upon the completion of a level.
Daniel Joseph Ryckert (born June 16, 1984 in Olathe, Kansas) is an American producer, writer, and former video game journalist. In 2011, Complex magazine named Ryckert one of the twenty-five "raddest" game journalists to follow on Twitter. Ryckert has made three non-player character (NPC) appearances in video games; in 2011's L.A. Noire, 2014's Infamous Second Son and 2017's 2064: Read Only Memories. Joining GameStop's Game Informer magazine in 2009, becoming senior associate editor, Ryckert reviewed games and made video content for its website.
Ryckert's first non-player character video games appearance was in the 2011 video game release L.A. Noire, with LA Weekly detailing the motion capture techniques and equipment used to recreate his likeness in the game. This included the lack of a traditional motion capture process, the facial markers associated with facial motion capture. Another facial motion capture technique was used for Ryckert's appearance in 2014's Infamous Second Son, an "advanced 3D scanning process." Ryckert made his voice acting debut in 2017's 2064: Read Only Memories, playing a character called Broke.
A random encounter is a feature commonly used in various role-playing games whereby combat encounters with non-player character (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a monster-infested wilderness or dungeon—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in Japanese role-playing games like Dragon Quest,, Pokémon, and the Final Fantasy series.
In addition to reworking the original puns and humor, Lindblom added private jokes and American cultural allusions to Bugs Bunny, comedian Benny Hill, and This Is Spinal Tap. Apart from the dialogue, he wrote the rest of the game's text, including combat prompts and item names. As one of several Easter eggs, he named a non-player character for his daughter, Nico, who was born during development. While Lindblom took the day off for her birth, he proceeded to work 14-hour days without weekends for the next month.
A conversation with a non-player character in the town of Tarnhill. Strife's gameplay is standard for the first-person shooter genre; the action is observed from the protagonist's viewpoint, and most of the game involves combat with the Order's infantry and war robots. The main character begins with just a dagger, but more powerful weapons, such as a crossbow or a flamethrower can be found throughout the game. The protagonist also has an inventory where he can keep items for later use, such as first aid kits for healing, protective armor, or gold coins.
Pages 62–71, Some Selected Harpers, details the game statistics for a number of non-player character Harpers, such as Mintiper Moonsilver, and a partial roll of Harpers found in major cities throughout the Realms. Pages 73–81, The High Heralds, details those who were once part of the Harpers and are still their allies. Pages 82–84, Harper Allies, described a few characters who are not Harpers but are considered friends, including The Simbul. Pages 85–99, Harper Haunts, described a number of locations frequented by Harpers.
Many game systems have rules for characters sustaining positive allies in the form of NPC followers; hired hands, or other dependent stature to the PC. Characters may sometimes help in the design, recruitment, or development of NPCs. In the Champions game (and related games using the Hero System), a character may have a DNPC, or "dependent non-player character". This is a character controlled by the GM, but for which the player character is responsible in some way, and who may be put in harm's way by the PC's choices.
Rosalina, known as Rosetta in Japan (ロゼッタ), is a fictional character in the Mario series of video games. She debuts in Super Mario Galaxy, where she acts as a non-player character who resides in the Comet Observatory, the game's hub world. She is the adoptive mother of the Lumas, a fictional species of star in the game, and also watcher of the cosmos. Rosalina has since appeared as a player character in subsequent Mario games, such as the Mario Kart series, and others like the Super Smash Bros. series.
It is not uncommon for players to spend the majority or entirety of the game without encountering a friendly non- player character; since NPCs are typically hostile to the player, the emphasis is placed on avoidance, rather than confrontation. In some games, however, combat is unavoidable and provides the player with valuable resources (e.g., food, weapons, and armor). In some titles, the world is generated randomly so that players must actively search for food and weapons, often provided with visual and auditory cues of the types of resources that may be found nearby.
By comparison, the average number of actions in chess is 35 and 250 in Go. Continuous observation space: Dota 2 is played on a large map with ten heroes, five on each team, along with dozens of buildings and non-player character (NPC) units. The OpenAI system observes the state of a game through developers’ bot API, as 20,000 numbers that constitute all information a human is allowed to get access to. A chess board is represented as about 70 lists, whereas a Go board has about 400 enumerations.
When the player encounters a non-player character, they are allowed to select a choice of what to say. The NPC gives a scripted response to the player, and the game offers the player several new ways to respond. Due to the action- adventure subgenre's broad inclusive nature it causes some players to having difficulty finishing a particular game. To compensate for this lack of the player's ability, companies have devised ways to give the player help, such as helpful clues, or allowing them to skip puzzles outright.
In order to move about Misthallery, players tap a shoe-shaped icon on the bottom-right corner of the touch screen, and then the arrow representing the direction of the path they wish to take. While in Misthallery, the player is capable of tapping anywhere on the bottom screen of the Nintendo DS system to investigate objects and reveal bits of dialogue, hint coins, collectible items, or hidden puzzles. Likewise, if a non-player character is visible on the screen, they can be tapped to initiate a conversation.
After a night of heavy drinking with friends, Grindleguts the orc awakes to find himself strapped to a horse and about to joust with a human knight. His "friends" are nowhere to be seen, and he must somehow escape from his predicament and get even with them. Grindleguts must survive in a world of hostile humans while seeking revenge against his tormentors. After the first chapter, the game switches to science fiction setting where Grindleguts is revealed to be a malfunctioning non-player character in a futuristic massively multiplayer online role-playing game.
The Single Race mode allows the player to race on a single track unlocked from the Circuit Race mode. The Time Race mode places the player in a race against Veronica Voltage driving a ghost car with the aim of beating her best time around a track chosen by the player. If the player beats Veronica's time on all tracks, they unlock her car and her character parts. Versus Race allows two players to race against each other in a split screen view without non-player character minifigures on the track.
The storyline features the two main characters (depending on the version) trying to cross a bridge. When the main character falls down the bridge, he tries to yell at the secondary character for help. All three versions in the game have a variation on the pneumatic hammer, which enhances the puzzle-solving element of the game. Venkman, however, lacks a non-player character companion (from the other Ghostbusters) in the North American version of the game and simply mutters to himself prior to falling through the broken bridge.
In order to reach the Yama, a player needs to carry a sceptre from level 4–1 to level 4–2. As it is impossible to carry two items simultaneously, a player needs to bring a non-player character to these levels in order to carry the sceptre for them. However, such AI-controlled characters are difficult to manipulate and are prone to accidentally kill themselves, adding to the difficulty of solo eggplant runs. On November 10, 2013, Spelunky speedrunner and live streamer Bananasaurus Rex executed the first known successful solo eggplant run.
Each value and each relationship (with another player character or non-player character is given a replacement statement whenever the value is changed, as well as a value - two characters with equal values on Power are very different if one has the statement "Power is a means to my ends" and the other has "I need Power to keep myself safe". The gamemaster (known as Watchtower) is encouraged to create sessions through a process of "Wedging"; creating adversaries that will put characters at odds with each other through their values or relationships.
The non-player character Admiral Aken Bosch, however, plays a crucial part in moving the story. As a prominent antagonist from the start, he sparks off a rebellion which escalates the scale of action, and brings in the other antagonist force, the Shivans, into the story. The storytelling took on a character-driven approach with expositions taking the form of cutscenes in which Bosch gives out monologues, revealing the purpose and driving forces behind his actions. A few established voice actors were brought in to give a polished touch to the voices in the game.
This was easily accomplished with a result of 16,472 to nil, even though the constituency had only one voter (Blackadder himself). In the video game, Assassin's Creed III pocket and rotten boroughs are briefly mentioned in a database entry entitled "Pocket Boroughs", and Old Sarum is mentioned as one of the worst examples of a pocket borough. In the game, shortly before the Boston Massacre a non-player character (NPC) can be heard speaking to a group of people on the colonies' lack of representation in Parliament and lists several rotten boroughs including Old Sarum.
My favorite is the Offensive Locution (verbal melee) rules, providing characters with a means for engaging in 'witticism' and 'repartee.' Another great piece is the Non-Player Character Cutups table, where you roll dice to see what horrendous social gaffe your hirelings have just committed ('This is to be used at judge's discretion, in large crowds, taverns, on the street, etc.'). This supplement contains lots of other wacky and even relatively useful stuff, like the elaborate Crime, Trial, and Punishment rules. Ready Ref Sheets deserves a six- star rating.
In pencil and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups. Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item.
RuneScape does not follow a linear storyline; rather, players set their own goals and objectives. Players can choose to fight non-player character (NPC) monsters, complete quests, or increase their experience in the available skills. Players interact with each other through trading, chatting, or by participating in mini-games and activities, some of which are competitive or combative in nature, while others require cooperative or collaborative play. The first public version of RuneScape was released in January 2001 in beta form, with Jagex as its copyright holder being formed later that year.
A screenshot of the game interface from RuneScape Players begin in a secluded area, where they are taken through a tutorial, a set path where they learn the most basic skills in RuneScape. After the tutorial, players have access to tutors and advisors located in the towns they explore, who can give players appropriate information about their respective skills. Players set their own goals and objectives as they play the game. They can train their in-game skills, engage non-player character (NPC) monsters and other players in combat and complete quests at their discretion.
He eventually became an "event character" in later games, making appearances as an incidental character on the game board. He made an appearance within Mario Party 8, once again as an incidental character on the game board. Donkey Kong also appears in Mario Party DS and in Mario Party 9 as a non-player character, though he came back as playable in Mario Party 10 and in Mario Party: Star Rush (along with Diddy Kong). Donkey Kong appears as a contender in Mario Party: The Top 100, and later as an unlockable, playable character in Super Mario Party.
Non-player character-run challenges and contests are also available with prizes, awards, and/or in a specific hall of fame listing. Players can sign up for quests and submit them for rewards as well as access storage and teleport services for a small fee. Every town will have the usual stores and shops where players can purchase and sell their items. The stores differ from city to city because each city is affiliated with a different job that players can choose from; therefore, the goods each sell are relatively for that particular job that the city is affiliated with.
Archer is the only playable character in the series' main games, The Operative: No One Lives Forever and No One Lives Forever 2: A Spy In H.A.R.M.'s Way. In the latter, there is a cooperative multiplayer level in which one needs to rescue Archer while she is unconscious, playing as a UNITY agent. She also makes a short appearance (as non-player character) and is a playable multiplayer character in Contract J.A.C.K. Cate Archer was born in Scotland in late March 1942 to a privileged family. Her mother died soon after she was born and her father committed suicide in 1956.
In the Sierra Entertainment PC game Quest for Glory II: Trial by Fire (1990), the character Ali Chica is a parody of Chico Marx. If a non-player character is asked about Ali Chica after his disappearance, the player is told that he went to Fredonia. In the 1990s, the satirical magazine Spy pulled a practical joke on several members of the United States Congress. Impersonating a New York radio host (Henry Rose), the magazine successfully convinced several newcomers to Congress to comment on the "ethnic cleansing" in Freedonia, without their realizing that Freedonia was a fictional country.
Alyx Vance is a non-player character in Valve's 2004 first-person shooter video game Half-Life 2, and its following episodes Half-Life 2: Episode One and Episode Two. She is also the player character in the 2020 VR game Half- Life: Alyx. Alyx is portrayed as a young woman in her mid-twenties of Afro- Asian descent, and is a prominent figure in the human resistance against the rule of the alien empire called the Combine and their human representative, Dr. Wallace Breen. She is a close friend and ally of the player's character, Gordon Freeman.
When he does, Amy kisses him. Amy's first appearance in a Sonic platformer as a playable character was in Sonic Adventure; she is playable in Sonic Heroes (2003) and Sonic the Hedgehog (2006), and appears as a non-player character in games such as Sonic Unleashed (2008). While some journalists have called Amy cute and powerful, others find her annoying. Justin Towell of GamesRadar+ and writers from Mean Machines expressed general displeasure at her introduction in Sonic CD. Additionally, some have criticized developers' treatment of Amy as a female character and analyzed her implications on gender representation in video games.
In a later comic, when Miho helps Nanasawa escape from Dom in a restaurant, several fans attempt to swarm Kimiko, however, they are stopped by a person who asks them to leave her alone "In the name of the Nanasawa Protection Coalition". A member of the group named Sleepy Shadow has recently contacted Piro, telling him that they must meet about an important matter. They refer to Piro as "the protagonist". The official abbreviation for the group, as evidenced by the arm & headbands some of them wear, is NPC, which is also an abbreviation for Non-player character.
Geth Platform 2A93, better known as Legion, is a fictional character in BioWare's Mass Effect franchise, who serves as a party member (or "squadmate") in Mass Effect 2. After Mass Effect 2, Legion returns in Mass Effect 3 as a supporting non-player character. Within the series, "Legion" is a name given by the Normandy SR-2's artificial intelligence EDI to Geth Platform 2A93. HeAlthough the geth do not have any concept of gender as a synthetic species, multiple primary and secondary sources cited in this article have referred to Legion by the masculine pronoun.
In the prologue and each chapter, Eike dies, is resurrected by the non-player character Homunculus, and travels back in time before his death with the intent of changing events to prevent it. Shadow of Memories lacks traditional action elements, and Eike cannot attack nor does he have a bar displaying his health. The digipad, a time-traveling item given to Eike by Homunculus, requires energy units, which the player can find scattered around the town. The gameplay primarily consists of time-traveling through the different eras, finding items, and interacting through dialogue with the non- player characters.
In video games, various artificial intelligence techniques have been used in a variety of ways, ranging from non-player character (NPC) control to procedural content generation (PCG). Machine learning is a subset of artificial intelligence that focuses on using algorithms and statistical models to make machines act without specific programming. This is in sharp contrast to traditional methods of artificial intelligence such as search trees and expert systems. Information on machine learning techniques in the field of games is mostly known to public through research projects as most gaming companies choose not to publish specific information about their intellectual property.
At the start of the game, the player's character is given two pre-defined decks of cards, one representing those to be used in combat encounters, and another to be used in negotiations. As the player progresses in the game, they can gain new cards for either deck from quest rewards or through shops, upgrade existing cards to more potent versions, or have cards removed from either deck. Additionally, players can earn special implants for their character that have persistent effects throughout the rest of the game. Rook, an unlockable character, engages in conversation with Fssh, a Non-player character.
In recent years, Morrow has been a guest speaker at video game events, served as an esports and gaming consultant, and worked with video game driven charities. In 2019, Morrow won an award from Cynopsis, naming her "Top Woman in Media" for the field of Esports. In July 2012, Blizzard Entertainment honored Morrow in World of Warcraft: Mists of Pandaria, by naming a non-player character after her, which can be found in-game as, "Mei Chele". Her NPC resides in a pagoda in the Pandarian starting zone, with her cats "Azrael" and "Samus", as well as her husband, "Lamplighter Mu".
The chocolate manufacturing process is an action minigame and a departure from the main game's economic simulation gameplay. The cities have a chocolate shop, where the player can sell his or her stock, and a market where ingredients can be purchased. Factories manufacturing chocolates produce a set amount of product every turn, as long as the required ingredients are in stock. During story mode, quests are given by non-player characters; these typically involve producing a particular volume and type of chocolate and delivering it to another non-player character, who is either traveling or can be found at a set location.
NPC (; each letter separately), derived from Non-Player Character in video games, is an Internet meme that represents people who do not think for themselves or do not make their own decisions; it is also known as NPC Wojak. The NPC meme, which graphically is based on the Wojak meme, was created in July 2016 by an anonymous author and first published on the imageboard 4chan, where the idea and inspiration behind the meme were introduced. The NPC meme has gained widespread attention and been featured in numerous news outlets, including The New York Times, The Verge, BBC, and Breitbart News Network.
For example, the arm augmentation requires the player to decide between boosting their character's skill in hand-to-hand combat or his ability to lift heavy objects. Interaction with non-player characters (NPCs) was a significant design focus. When the player interacts with a non-player character, the game will enter a cutscene-like conversation mode where the player advances the conversation by selecting from a list of dialogue options. The player's choices often have a substantial effect on both gameplay and plot, as non-player characters will react in different ways depending on the selected answer (e.g.
Phantom Dust is a video game that combines elements of third-person shooters with collectible card games. The players takes the role of the unnamed protagonist, an Esper that can control the Dust that covers the earth to use in combat. The game is divided between combat stages and non-combat gameplay that includes interactions with non-player characters, reviewing and optimizing the Skills in their Arsenal (the equivalent of cards in a collectible card deck), and obtaining missions that lead to combat situations. The player may have the opportunity to select a non-player character to assist in combat.
An example of a simple dialogue tree A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure gamesIGN: Escape From Monkey Island ReviewAdventure Game Design Patterns at God PatternsStrange Things in Sierra's Adventure Game Demos Dreamfall: The Longest Journey Hands- On - Yahoo! Video Games GameDev.net - NPC Conversation TechniquesAdventure Gamers : Callahan's Crosstime Saloon (including action-adventure gamesThe Pages of Now & Forever - All About Star Control) and role-playing video games. When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends.
This module features the first appearance of Draconians and Aghar (Gully Dwarves) in the game, and new locations such as Xak Tsaroth, Solace and Haven. It is the first appearance of the pre-generated player characters (PCs) that form the Heroes of the Lance group of characters–Tanis Half-Elven, Sturm Brightblade, Caramon Majere, Raistlin Majere, Flint Fireforge, Tasslehoff Burrfoot and Goldmoon. Riverwind is played as a non-player character (NPC) by the Dungeon Master. Tika Waylan makes her first appearance as an NPC; she is available for use as a PC and joins up with the Heroes of the Lance in Chapter 7 of Dragons of Flame.
In his spare time, he continues to develop experimental games including The Marriage, Stars Over Half Moon Bay and Last Thoughts of the Aurochs. His work was shown and played at the SFMOMA in 2016. On 7 October 2008, a press release noted that Electronic Arts had promoted Humble to Executive Vice President and Head of The Sims Label of EA. In this role, Humble was to be responsible for The Sims Label, the developer and marketer of life-simulation games and online communities with an emphasis on creativity, community and humor. A non-player character in The Sims 2 expansion pack, FreeTime, is based on Humble.
Juhani's fate is dependent on the player's choice as Revan during their initial encounter where Juhani initiates the attack. If Juhani is spared, she will attempt to atone for her momentary lapse of judgment and joins the player's party. The player character has the option to pursue a romantic relationship with her, although Revan is male and romantically linked to Bastila Shan within established Star Wars Legends continuity. If Juhani is slain, a female Jedi non-player character, Belaya, will be angered by the turn of events and leaves the Jedi Order; it is implied that Belaya is or was previously in a relationship with Juhani.
Each also has an introduction detailing basic information on the type of terrain, total party levels, and experience points involved, plus rumors designed to bring the location to the attention of the player characters. In addition to the monster lairs, there are a few Non-player character hideouts. The bulk of the encounters are meant for parties of 3rd-7th level, although some are for any level, and a few go as high as 12th level. The Book of Lairs II contains over sixty more mini-scenarios organized in the same way as the first book, and designed for instant use in wilderness or other campaign encounters.
Dogmeat is a recurring dog non-player character (NPC) in the Fallout series of post-apocalyptic themed role-playing video games. Dogmeat was introduced as an optional companion to the player character in the original Fallout (1997), and has made cameo appearances in the sequel Fallout 2 (1998) and in some other video games. Other, different Dogmeats are featured in the same role in Fallout 3 (2008) and Fallout 4 (2015). All incarnations of the character were well received, becoming widely regarded as one of the best remembered features in the series, as well as one of the most popular sidekick type characters in video gaming overall.
Interphase is a 1989 3D first-person and puzzle video game developed by The Assembly Line and published by Image Works for multiple platforms. The developers were licensed to use concepts from Neuromancer, reflected in the virtual-reality cyberspace concept and theme of a powerful corporation. The game is considered an early first-person shooter, pre-dating Catacomb 3-D and Wolfenstein 3D. However, the game primarily focuses on puzzle-solving using the interaction between a 3D cyberpunk environment and its conceptual relationship with a 2D zoomable blueprint in which a non-player character is indirectly guided through the floors of a high-security building.
Context sensitivity is important in video games – especially those controlled by a gamepad, joystick or computer mouse in which the number of buttons available is limited. It is primarily applied when the player is in a certain place and is used to interact with a person or object. For example, if the player is standing next to a non-player character, an option may come up allowing the player to talk with him/her. Implementations range from the embryonic 'Quick Time Event' to context sensitive sword combat in which the attack used depends on the position and orientation of both the player and opponent, as well as the virtual surroundings.
The goal of the game is to be the last living player. Escape is a cooperative game mode in which a team of up to 8 players is tasked with progressing through a level, fighting through zombies while completing various mission objectives in a linear order with the ultimate goal of escaping the map. Extraction is another cooperative game mode in which the goal is to explore an area and rescue a number of A.I.-controlled non-player character survivors. In both game modes, when a player is killed they respawn as a zombie and are tasked with helping the A.I.-controlled zombies hunt down the remaining human players.
The opening screen of the game, awaiting the player's input Galatea alters the typical interactive fiction game mechanics by concentrating instead on the player's interactions with a single non-player character (NPC), the eponymous Galatea. Much of the interest of the piece derives from the ambiguous nature of the player-NPC dialogue: the form of the conversation, and indeed the nature of Galatea herself, shifts depending on the focus the player places on certain aspects of the character's personality. Numerous endings are possible. The main gameplay centers around the developing dialogue between Galatea and the player when asking about topics in the previous conversation.
Several characters appear in multiple Borderlands games. The small yellow robot Claptrap (voiced by David Eddings, with Jim Foronda in Borderlands 3), the de facto mascot for the franchise, has appeared in all games as a non-player character (NPC) and in the Pre-Sequel as a playable character. The megalomaniacal CEO of the Hyperion Corporation, Handsome Jack (Dameon Clarke) is first encountered as the principal antagonist of Borderlands 2, while the Pre-Sequel features him as an NPC whose rise to power is assisted by the player. After his death at the end of Borderlands 2, Jack reappears in Tales from the Borderlands as an AI personality.
Blackmoor added two new character classes to the game: the assassin, a sub-class of the thief; and the monk, a "monastic martial arts" sub-class of the cleric, intended to be a hybrid of the fighter and thief classes. The Sage character was also introduced, but changed to a Non-Player Character type and moved to the back of the booklet by the editor. The book also introduced a section on diseases and a hit location system, wherein each individual body part of a character or monster was assigned its own hit points. The odds of hitting any specific body part changed depending on the character's height and weapon reach.
This was mentioned when Sabin first visits the port town of Nikeah, when he talks to a woman who says the man had tossed his own child out of his home thirteen years ago. Gau's youthful naivete and boundless energy make him one of the series's "energetic young boy" characters, a role that was preceded by Palom from Final Fantasy IV, and succeeded by Zell Dincht from Final Fantasy VIII, Vivi Orunitia from Final Fantasy IX, Hope Estheim from Final Fantasy XIII, and Talcott Hester from Final Fantasy XV (though the latter is a non-player character, he nonetheless came the closest to filling the role).
The player will often have the choice of whether or not to engage in combat with a specific non-player character, however once combat is engaged the player is likely to be forced into fighting several opponents at once. Kenji has a basic set of moves that are available with all weapons, consisting of a regular attack, a strong attack, a block, and a kick. There are numerous variations and combinations of the basic moves available depending on the particular sword equipped at the time. By defeating opponents or collecting special items Kenji can also unlock special attacks and combinations specific to each weapon.
Each of the featured undead has background information provided in the form of either a short piece of fiction describing the undead in action or delivered as a monologue by a knowledgeable non-player character (NPC). New game rules in the book contain additional information and clarify existing game mechanics. The book begins by discussing ways in which undead creatures' energy-draining attacks can be made less devastating to a player character (PC) by using alternatives to the usual level-draining effect. The adventures in Lords of Darkness are designed to be easily dropped into an ongoing campaign, and are mainly dungeon crawls of one form or another.
The privilege of posting on the forums is limited to paying members, as well as free players with a total level exceeding 350. Between 24 September 2002 and 9 December 2004, players could submit questions via e-mail to the RuneScape gods, which were published in the form of letters. On 26 September 2005, a new feature known as Postbag from the Hedge was introduced, where players can submit questions via e-mail to a non-player character in the game. Players can also submit original RuneScape related artwork (such as sculptures, comics, drawings and paintings), some of which is displayed in a gallery on the RuneScape website.
The game uses no-limit betting and a gradually-increasing blind bets over the course of several rounds. Randomly, one of the four non-playable characters will not be able to front the money but will offer one of their possessions as buy-in for the game. The player can win these items as Team Fortress 2 unlockable equipment only if they are the one to bust that non-player character out of the game. The game keeps track of the player's statistics over the course of several games, and by completing certain objects (such as number of hands or games won) can unlock different playing card or table artwork to customize the look of the game.
Sera is the subject of a song titled "Sera Was Never", composed by Raney Shockne, and features the voice of Elizaveta Khripounova and the guitar playing of Nick Stoubis. "Sera Was Never", along with other songs sung by Khripounova, are occasionally performed by a non-player character named Maryden Halewell whenever the Inquisitor enters the tavern in their base of operations. The song is part of a collection of tavern songs and song sheets called Dragon Age Inquisition: The Bard Songs, which were made free to download from January 26 to February 9, 2015 by BioWare due to massive fan demand, after which they were offered available for sale on various digital platforms.
Quake III Arena makes this form of "taunting" explicit by having the announcer loudly call out "Humiliation!" whenever a player is killed by another player's gauntlet. In the online PC game sensation World of Warcraft, the classes of Warrior and Druid have the ability named "Taunt" and "Growl" respectively and used to focus the attack of an enemy non-player character (NPC) onto the Warrior or Druid who have used this ability. These classes also have an ability which focuses the attacks of all creatures in an area, commonly referred to as Area of Effect taunt (AOE). The Warrior ability is called "Challenging shout" and the Druid ability is called "Challenging roar".
When a non-player character bypassed the protagonist, he or she uttered a comment (like "Excuse me, Sir"). As the result, the engine achieved a more realistic game world than previous engines were able to provide, though non-player characters could unwittingly block a path as the player was traversing the game scene. This was remedied with the release of Broken Sword: The Shadow of the Templars, where the protagonist, if found his way blocked by another character, could simply walk through them. Two games (Broken Sword: The Shadow of the Templars and Broken Sword II: The Smoking Mirror) that use a Virtual Theatre variant engine can now be played on modern hardware using ScummVM.
Smaug as seen in the 1977 Rankin/Bass animated film of The Hobbit Francis de Wolff voiced the red dragon in the long-lost 1968 BBC radio dramatization. A dragon named 'Slag' features in Gene Deitch's brief 1967 animated film. In the 2003 video game release, Smaug, voiced by James Horan, appears as a non-player character, based closely on the book, whereas in the 2014 video game Lego The Hobbit, the portrayal departs more from the book; rather than ever more closely simulating the book's characters, the scholar Carol L. Robinson notes, the technology has allowed new fiction to be created. Richard Boone voiced Smaug in the 1977 animated film by Rankin/Bass.
"[A]s John grew into a man who conquered by achieving, Bill fell into a man who achieved simply by conquering," said Palmer. The character of Edgar Ross was partly inspired by lawyer and political activist Charles Joseph Bonaparte, while the in-game Mexican Revolution of Nuevo Paraíso was somewhat based on the Plan de San Diego. When developing other characters, the team was inspired by various historical figures of the 20th century, including Frank James, Pearl Hart and Tom Horn. In terms of the random non-player character (NPC) dialogue, Houser felt that Redemption sits between Bully, in which NPCs remember the protagonist, and Grand Theft Auto, in which NPCs are unaware of the protagonist's identity.
The Eve Online market as seen in-game There is a single currency unit in Eve Online, the InterStellar Kredit (ISK). Players can barter between themselves for items, use the in-game market system for ISK-based transactions, place and accept contracts between players for assets and services or use a Loyalty Points store. A large proportion of the in-game economy is player driven; non-player character (NPC) merchants supply some basic blueprints, items and trade goods. Players, through the use of blueprints and in-game skills, can gain the ability to build items ranging from basic ammunition to cutting-edge capital ship hulls and space stations, and manufacture them for personal use or for sale.
The conversation may end when the player selects a farewell message, the non-player character has nothing more to add and ends the conversation, or when the player makes a bad choice (perhaps angering the non- player to leave the conversation). Games often offer options to ask non- players to reiterate information about a topic, allowing players to replay parts of the conversation that they did not pay close enough attention to the first time. These conversations are said to be designed as a tree structure, with players deciding between each branch of dialog to pursue. Unlike a branching story, players may return to earlier parts of a conversation tree and repeat them.
Godville is a zero-player game, which means it does not require interaction from the player for the game to progress. In the game, there is the hero-character, who is a non-player character, and there is the god-character, who is played by the player. The hero is a religious fanatic who uses a diary to communicate with the god, and occasionally needs a sign of the god's existence; the player uses the god- character to influence the hero positively or negatively using rewards and punishments, and sometimes direct communication. The game is also a role- playing game, meaning the hero will wander his world, defeat monsters, find and use treasure and items, and sometimes lose to monsters and unfriendly non- player characters.
Starbound was announced by Chucklefish director Finn Brice in February 2012, with a tiered, Kickstarter-style, pre-order opening via the Humble Store on 13 April 2013. Tier options included a copy of the game, an invite to the beta, and a download of the game's soundtrack, as well as game-related "rewards", such as naming an in-game non-player character, designing a hat or weapon, and having a statue of oneself designed to be placed in the game. Within 24 hours of the pre-order opening, over 10,000 people backed the game, contributing over $230,000 to fund the game's development. By May 2013, the Starbound pre-order had reached all three of its stretch goals by raising over $1,000,000.
Female Combine assassins, similar to black ops assassins featured in the first game, were planned but later abandoned, although they appear in the Half-Life 2: Survivor arcade game. Another non-player character, the cremator, was conceptualized as a Combine laborer who cleaned the streets of bodies after a battle with an acid gun and although removed from the game, its head was featured in Eli Vance's laboratory. Other cuts included a variety of alien Combine soldiers that would have complemented the trans-human soldiers in the game and a number of synthetic combat machines. Many of Half-Life 2s Combine characters went through multiple redesigns; the Combine Overwatch soldier was subjected to at least twelve redesigns before the final appearance was settled on.
In the February-March 1990 edition of Games International (Issue 13), Dave Hughes criticized the adventure for "sticking too closely to its sources, using dialogue, desriptive passages and, unforgivably, all the characters from the novels as non-player characters." He said as a result "the players are either saved at every turn by a helpful non-player character, or simply left to die inconsequentially where luck saved the characters in the novel." He thought the adventure railroaded the players' actions, saying, "The players may well feel they are being herded from scene to scene [...] with few opportunities for ideas of their own." He also pointed out that whatever the players did, non-player characters took credit for saving the Realms at the end of the adventure.
In Sonic Heroes, Big teams up with Amy Rose and Cream the Rabbit to search for Froggy and a lost Chao creature called Chocola. He is a more minor playable character in other Sonic games like Sonic Chronicles: The Dark Brotherhood and Sonic & Sega All-Stars Racing and a non-player character in titles such as the Nintendo DS version of Sonic Colors. Reflecting the story of Adventure, Big appears in the Sonic X anime and the Sonic the Hedgehog comics. Big has been derided by the video game press and fanbase for his obesity, low intelligence, one-dimensional development and uselessness within his games; he has appeared on several lists of the worst video game characters of all time and within the Sonic cast.
More recently, he provided the voice of the Scientist for the 2009 film 9 and Batman's butler Alfred Pennyworth in Superman/Batman: Public Enemies. Oppenheimer's repertoire also includes video games, voicing Dr. Piotr Ivanovich in Soldier of Fortune II: Double Helix, Prometheus in God of War II and Jandor the Airship Captain in Nox. In Fallout: Brotherhood of Steel, he spoke the part of Harold, an ancient mutated survivor of nuclear holocaust who has appeared in four of the Fallout series games, and played the roles of The Chariot Master and Dyntos, God of the Forge, in Kid Icarus: Uprising. Oppenheimer also voiced the parts of a non-player character Soldier and the Wasteland Trader, and the NPC 'enemies' Cult Ghoul Thug and Kamikaze in Fallout: BoS.
Raziel returns as the protagonist of Soul Reaver 2. In Soul Reaver, Raziel discovered that he was once a human and a leading member of the vampire-hunting Sarafan brotherhood, and his epiphanies drive the conflict in the story. Kain, the antagonist of Soul Reaver, appears as a non-player character in cutscenes, urging Raziel to unearth his destiny. Moebius the Time Streamer, a sorcerer who was a villain in Blood Omen and had a cameo at the end of Soul Reaver, is a primary antagonist of Soul Reaver 2 who attempts to manipulate Raziel into destroying Kain—it is revealed that he is an agent of The Elder God, Raziel's ally and guide in Soul Reaver, who is slowly established as a more sinister entity.
Liara T'Soni is an asari, voiced by Ali Hillis, that joins Shepard's squad in the first game and appears in 2 as a non-player character (available as a temporary squad member in Mass Effect 2: Lair of the Shadow Broker) and as a full squad member in 3. She is one of the experts on Prothean history and technology. Liara is member of a monogender-pansexual species, the asari, and a potential romance option for Shepard throughout the entire trilogy. Following Shepard's death in Mass Effect 2, Liara gradually became emotionally hardened, and began working as an information broker, eventually leading to the events of Lair of the Shadow Broker where she becomes the new Shadow Broker at the end of the DLC.
A mob, short for mobile, is a computer-controlled non-player character (NPC) in a computer game such as an MMORPG or MUD. Depending on context, every and any such characters in a game may be considered to be a "mob", or usage of the term may be limited to hostile NPCs and/or NPCs vulnerable to attack. In most modern graphical games, "mob" may be used to specifically refer to generic monstrous NPCs that the player is expected to hunt and kill, excluding NPCs that engage in dialog, sell items, or NPCs which cannot be attacked. "Named mobs" are distinguished by having a proper name rather than being referred to by a general type ("a goblin", "a citizen", etc.).
The player can also challenge the Elite Four once again, and challenge Alder, ultimately becoming the Unova region's new Pokémon Champion. The player also gains access to the eastern portion of Unova, which contains Pokémon from the previous games in the series, as well as access to an area unique to each game version: the ultra-metropolitan Black City, home to powerful Pokémon trainers; and the White Forest, home to humans and Pokémon living in harmony. Cynthia, a former Champion of the Sinnoh region, is also found in this area of the game and can be challenged. A non-player character named after Shigeki Morimoto, a Game Freak programmer, creature designer, and the director of the Pokémon HeartGold and SoulSilver games, can also be found and battled in the game.
Irrational had previously developed AI routines for the Big Daddies and Little Sisters in BioShock that would allow them to roam and interact with the environment if otherwise left alone by the player; these routines were the basis of building out improved behavior for Elizabeth. The developers had spent much time improving these routines to give Elizabeth her own tendencies to look and move around as a real actor instead of a robotic non-player character, as to re-enforce her central role to the player. To this, Levine explained that they looked to the banter between the main characters in the Uncharted series by Naughty Dog. Levine praised the work that Naughty Dog had done, and felt he would be able to create the same with a more somber period piece.
For a patch for Bethesda's The Elder Scrolls V: Skyrim that incorporated support for Steam Workshop content, Valve developed a free add-on module that introduced the Space Core as a non- player character that follows the player around. Valve collaborated with Zen Studios to create a Portal 2-themed pinball table, among other Valve-themed tables, for their games Pinball FX 2 and Zen Pinball. A Portal 2-themed set is available for Lego Dimensions by Warner Bros. Entertainment and Traveller's Tales; the game features additional stories written by Traveller's Tales with Valve's blessing set after the events of Portal 2, with Ellen McLain, Stephen Merchant and J.K. Simmons reprising their respective voice roles, as well as a new GLaDOS credits song written by Jonathan Coulton and performed by McLain.
Over the decades, the genetic experiments within the labs had gradually formed themselves into an ecosystem centered on the three groups. This version of the game included many of the gameplay elements that would remain in the final BioShock, themselves influenced by concepts from System Shock 2. These elements included the use of plasmids and EVE, the need to use stealth or other options to deal with automated security systems, direction through the environment from a non-player character relayed over a radio, and story elements delivered through audio recordings and "ghosts" of deceased characters. While the gameplay with the 2004 reveal was similar to what resulted in the released version of BioShock, both design and story changed, consistent with what Levine says was then-Irrational Games' guiding principle of putting game design first.
The game features a semi-open world, with the player unlocking new areas as the storyline progresses. It also features a crafting system, a day/night cycle, trading and non-player character (NPC) interaction, a skill system, stealth and combat, as well as multiple storyline branches which alter several aspects of the world. During daytime, the player can explore the world and scavenge for supplies at several locations scattered around each biome, the player may also spend this time repairing doors or barricades around the hideout and crafting new items and upgrades at the workbench. During the day the player can also "cook" certain items at his stove in order to gain access to various skills, any beneficial skill that the player chooses requires a detrimental skill to also be chosen.
In Baldur's Gate, players also have the option to allow the artificial intelligence to take control during combat, though they can press the spacebar at any time to regain control of their characters. Further, in Baldur's Gate, players are able to configure the game to automatically pause when certain conditions are met, such as at the end of a round or upon the death of a non- player character. A variation of active pause, called "Smart Pause Mode" or SPM, is an advertised feature of Apeiron's Brigade E5: New Jagged Union (2006) and 7.62: High Calibre (2007). Among strategy video games, it is used exclusively in the slow-paced grand strategy games developed by Paradox Interactive, and was the originally intended mode of the Civilization series (1991-) before the developers decided to switch to turn-based.
Aurora appears as a non- player character in the Kingdom Hearts video game series, depicted as one of the seven Princesses of Heart. In the prequel Kingdom Hearts Birth by Sleep (2010), the character goes through the same events as the original film. Aurora appears in Kinect Disneyland Adventures (2011), asking players to collect items various items, including songs performed by birds. Performers dressed as Aurora make "fairly regular" appearances throughout several popular locations at the Walt Disney Parks and Resorts, specifically Walt Disney World's Epcot France Pavilion, Cinderella's Royal Table, Disney Dreams Come True Parade, and Princess Fairytale Hall in the Magic Kingdom, Fantasyland's Princess Meet 'n' Greet at Disneyland California, Fantasyland's Princess Pavilion and Auberge de Cendrillon at Disneyland Paris, Fantasyland and World Bazaar at Tokyo Disneyland, and the Wishing Well at Hong Kong Disneyland.
Vivi is one of several "energetic young boys" who permeate the Final Fantasy series, with his role preceded by Palom from Final Fantasy IV, Gau from Final Fantasy VI, and Zell Dincht from Final Fantasy VIII, and succeeded by Hope Estheim from Final Fantasy XIII, and Talcott Hester from Final Fantasy XV (though the latter was a non-player character, he nonetheless came the closest to filling the role). Since appearing in Final Fantasy IX, Vivi has received largely positive reception. During the 2006 Edinburgh Interactive Entertainment Festival, Edge editor Margaret Robertson used Vivi as an example of an emotionally engaging character in the Final Fantasy series, stating that gamers knew that something tragic would happen with Vivi in the end. In Kingdom Hearts II, Vivi is voiced by Ikue Ōtani in the Japanese version and Melissa Disney in the English version.
The architecture of an interactive storytelling system has three component parts: a drama manager, a user model, and an agent model. The drama manager is responsible for guiding the narrative by searching and executing story "beats" in a coherent sequence, refining story events by providing new information and reconciling contradictory plots, and collaborating with the agent model to choose the best narrative actions for the characters. It monitors a number of overview variables in the storyworld to make the best decision for the narrative, defined by the goals of the author: a measure of worldwide conflict would help to increase or decrease dramatic tension, while measures of relationships and likability could guide a story towards a romantic storyline. The agent model collects information about the story world and characters and generates possible actions in response for each non-player character in the story.
Failure to do so in time can lead to the character's death or other undesirable ending, and the game will restart just prior to these scenes. All choices made by the player in The Walking Dead are tracked by the game, and certain choices ("determinants") will influence later scenes across the episodes and the series to date, when the player continues from the same saved game state. For example, in the first episode of the first season, the player has an option to save one of two non-player characters from a walker attack; the other character is killed, while the surviving character will uniquely impact other aspects of the story. Other times, selection of certain dialog options will influence the attitude of a non-player character towards the protagonist, and can manifest in later scenes as providing additional options for the player to select from.
When the game ends, the player either loses the game if he failed to properly win over any of the girls, or "finishes" one of the girls, often by having sex with her, marrying her (as in Magical Date), and/or achieving eternal love. This gives the games more replay value, since the player can focus on a different girl each time, trying to get a different ending. Dating sims often revolve almost entirely around relationship-building, usually featuring complex character interactions and branching dialogue trees, and often presenting the player's possible responses word-for-word as the player character would say them. Dating sims such as Tokimeki Memorial, and some role-playing games with similar relationship based mechanics to the genre such as Persona, often give choices that have a different number of associated "mood points" which influence a player character's relationship and future conversations with a non-player character.
During their travels across the Wasteland, the player can be accompanied by a single non-player character (NPC) companion, who can assist in combat. Which companion can accompany the player depends on who they have encountered that can join them; it is possible to not encounter all depending on how the game is played. Only one companion may travel with the player, and should they wish to take another with them, the first must be dismissed (either voluntarily by the player or as a consequence of other events) or die in combat. One unique companion the player can have, that can allow a third to join without issue, is a dog named Dogmeat, who can be killed during the game if the player misuses him or places him in a severely dangerous situation; the release of the Broken Steel DLC, makes it possible to replace Dogmeat, provided the player acquires a Perk that grants the opportunity of getting another dog.
In September 2017, modders discovered that an emulated version of the NES game Golf, which Iwata programmed, is included in every Nintendo Switch console's firmware, and can be accessed by moving the Joy-Con controllers similarly to how Iwata would move his hands in Nintendo Direct presentations when the system clock is set to July 11, the day of his death; this appeared to be removed by Nintendo with a system update issued later that year. Within Pokémon Ultra Sun and Ultra Moon, visiting the Game Freak building with Pokémon introduced in Pokémon Gold and Silver has a non- player character relate how they were having trouble getting data onto the Game Boy Color game cards until they were helped by an "amazing guy"; this acknowledges Iwata's contribution to Gold and Silver that allowed them to include the whole of the world from Pokémon Red and Blue without compromising the size of the Gold/Silver world.
Ultima is an example of a game series that has advanced from non-branching (Ultima III and earlier) to branching dialogue (from Ultima IV and on). Other role-playing games with branching dialogues include Cosmic Soldier, Megami Tensei, Fire Emblem, Metal Max, Langrisser, SaGa, Ogre Battle, Chrono, Star Ocean, Sakura Wars, Mass Effect, Dragon Age, Radiant Historia, and several Dragon Quest and Final Fantasy games. Certain video game genres revolve almost entirely around interactions with non-player characters, including visual novels such as Ace Attorney and dating sims such as Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them. Games revolving around relationship-building, including visual novels, dating sims such as Tokimeki Memorial, and some role-playing games such as Shin Megami Tensei: Persona, often give choices that have a different number of associated "mood points" which influence a player character's relationship and future conversations with a non-player character.
Levine compared this to the introduction of the Big Daddy in BioShock, giving the player several opportunities to view but not engage the characters so they would understand that there are several possible outcomes depending on what approach they used when they did have the ability to engage one. As Infinite contains numerous groups in internal conflict with each other, the player will be given the opportunity to learn how to utilize different non-player character agents to progress in the game. Irrational wanted to make sure consequences of the player's actions were reflected in the game; part of this is through the strain on Elizabeth when using her powers, but through altering the suspended city, they are able to change the environment in response to the player's choice and force the player to consider different tactics. Earlier versions of the games had included Nostrums as gameplay elements, but these were replaced by equipable gear.
In a postmortem, 5TH Cell's co-founder Joseph Tringali stated that they were aware that the controls would take "a big hit" from game reviewers, and attempted to work in a face-button control scheme, but would have not been able to complete it within the deadline set by their self-funded schedule. Tringali further noted that they did not spend as much time on the stylus controls earlier in development, and would have considered sacrificing another feature, like the Nintendo Wi-Fi, to improve them. Reviewers also identified some unexpected behavior from some objects or combinations of them, such as attempting to direct a non-player character in picking up an object, leading to an inconsistency in the difficulty of the various puzzles. Ben Kuchera of Ars Technica, in calling Scribblenauts "a frustrating, often maddening game", described that he often encounters puzzles that, after trying several solutions that should have worked by common sense, he eventually happened upon a less logical solution that worked.
When talking to a certain non-player character in a map their guild controls, players can acquire a salary and additional War Chests once a day that corresponds to their character level and the number of territories owned by their guild overall. When defeating monsters within a territory controlled by one's guild, bonus experience is awarded. Another way to acquire War Stones is to accept a daily quest from an NPC in Aven and participate in 3 v 3 Arena matches where players of similar levels are randomly pitted against one another in teams of three and Monster Battle Arenas which are similar but involve each player transforming into a monster reminiscent of bosses found in the game. Guild Elimination matches are held on weekends and allow guilds that have accumulated a large amount of fame during the week to participate in a tournament style series of guild versus guild battles staged in a closed arena.
Most of the non-player character groups (generally threats of one sort or another) come from the same nations and communities represented by the player factions (plus mercenaries) listed above; many of the ongoing antagonist-plotlines therefore revolve around treachery and civil war. However, over the years a number of non-player characters and monsters have arisen from nations, cults, and other groups that belong outside the general context of the known player-character world. Foremost among these is the Empire of the Golden Isles (often referred to as the "Greenskin Empire" or just "the Empire"), a large empire of nonhumans (ogres, orcs, goblins and trolls) modelled on Feudal Japan, that supposedly rivals the collected population and magical and military might of all the player nations combined. The Empire originates on a previously unknown archipelago that lies to the south of the continent occupied by the factions, and roughly equal to it in overall land area.
In Samurai Shodown: Warriors Rage, the spirit of Nakoruru is an unplayable story mode character, but its PocketStation mini game is centered around her. She also featured as a non-player character mentor to the protagonist in the spin-off game, Nakoruru: Ano Hito kara no Okurimono, a 2001 visual novel adventure game which takes place between the first two games in the series. In the series, Nakoruru is a gentle and shy teenage girl serving Mother Nature as a shamanic priestess of the Ainu religion, born on Hokkaido island in 1771. Despite her usually pacifistic ways, she became a Kamui warrior of her peaceful village Kamuikotan (神居古潭) after the death of her idolized father, and continues to fulfill this role throughout the series, fighting evil, often alongside Haohmaru, and even assuming a human form after her death (when she sacrifices herself to restore the balance of nature and preserve the land for her people at the end of the second game).
In the main series, each game's single-player mode requires the Trainer to raise a team of Pokémon to defeat many non-player character (NPC) Trainers and their Pokémon. Each game lays out a somewhat linear path through a specific region of the Pokémon world for the Trainer to journey through, completing events and battling opponents along the way (including foiling the plans of an 'evil' team of Pokémon Trainers who serve as antagonists to the player). Excluding Pokémon Sun and Moon and Pokémon Ultra Sun and Ultra Moon, the games feature eight powerful Trainers, referred to as Gym Leaders, that the Trainer must defeat in order to progress. As a reward, the Trainer receives a Gym Badge, and once all eight badges are collected, the Trainer is eligible to challenge the region's Pokémon League, where four talented trainers (referred to collectively as the "Elite Four") challenge the Trainer to four Pokémon battles in succession.
Doom 3 received a favorable reception from critics, with the PC version of the game holding an 87 percent score and an 88 percent score at the review compilation sites Metacritic and GameRankings respectively. Much praise was given to the quality of Doom 3s graphics and presentation; GameSpot described the game's environments as "convincingly lifelike, densely atmospheric, and surprisingly expansive", while PC Gamer UK described the graphics and non-player character modeling and animation as simply "flawless", stating that Doom 3 signalled the return of the Doom franchise to the forefront of the computer and video game industry, eleven years after the release of the original Doom. IGN's Dan Adams noted that the game's presentation comprised a remarkably high proportion of the game, stating that "without the atmosphere, Doom 3 is a plain shooter that hearkens back to those of the '90s." In addition, several reviewers praised id Software for making the game still look surprisingly good even on lower graphics levels.
Besides Nightmare Balloon Boy, none of the Halloween edition characters are initially said to be canon and only serve as re-skins for their corresponding character, although, all the DLC animatronics did appear in Five Nights at Freddy's: Help Wanted so many theorize that the DLC animatronics may be considered canon. In the spin-off role-playing game FNaF World, the player can unlock up to 30 characters—characters from the first four games and characters from Cawthon's other games: Coffee from The Desolate Hope, Chipper from Chipper and Sons Lumber Co, Funtime Foxy (an intact version of Mangle) and Animdude, the character on Cawthon's logo. Lolbit (a character from Five Nights at Freddy's: Sister Location) debuts as a non-player character. Enemies in FNaF World resemble original characters (Ballboy and Balloon Boy, White Rabbit and Toy Bonnie, Redbear and Shadow Freddy) or are designed (and named) to match their location (Chop 'N Roll in the forest, and Chillax in the snowy fields).
However, the game's director, Clint Hocking, noted that internally, much of the design of Far Cry 2 was haphazard. Far Cry 2 had a polarizing reception from players over some of the gameplay features that were implemented to make the game feel diegetic and immerse the player into the world. Some of these disputed mechanics included the random onset of malaria that would impact the character's vision and movement until they obtained and took medicine for it, a weapon decay system that would cause guns picked up from enemies to wear down and break over use, military checkpoints that a player could clear out but which would become repopulated with enemies minutes later, and the game's buddy system, where the player could call a selected non-player character to help their character in battle, but only for a short while and would not be available until the player reached a safe house to rest.
Visual novels with non-branching plots, such as Higurashi When They Cry, Planetarian: The Reverie of a Little Planet, Muv-Luv Alternative, and Digital: A Love Story are rare exceptions within the genre, and are known as kinetic novels. Many visual novels often revolve almost entirely around character interactions and dialogue choices, such as Ace Attorney and Tokimeki Memorial, usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them. Such titles revolving around relationship- building, including visual novels as well as dating simulations, such as Tokimeki Memorial, and some role-playing video games, such as Shin Megami Tensei: Persona, often give choices that have a different number of associated "mood points" that influence a player character's relationship and future conversations with a non-player character. These games often feature a day- night cycle with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations.
She was preceded by Rosa Farrell from Final Fantasy IV, and Lenna Tycoon from Final Fantasy V, and is succeeded by Tifa Lockhart from Final Fantasy VII, Rinoa Heartilly from Final Fantasy VIII, Garnet Til Alexandros XVII from Final Fantasy IX, Yuna from Final Fantasy X, Ashelia "Ashe" B'nargin Dalmasca from Final Fantasy XII, Lightning from Final Fantasy XIII, and Lunafreya "Luna" Nox Fleuret from Final Fantasy XV (though the latter was merely a non-player character, she nonetheless came the closest to filling the role). The character that would become Terra Branford was initially conceived as a half-esper young man in his early 20s. He was a partner and rival of the dark, mysterious Locke Cole. The character's design was eventually changed to that of a half-esper female who is 18 years old in the final version of Final Fantasy VI. Terra was written as a "very passive" character in the first half of the game, in order to show growth as the story progresses.
An example of this usage is from the game Ninja Blade; during a special attack by the boss, the player can attempt a series of QTEs to minimize the distance that the protagonist is pushed back down a long hallway from the boss, reducing the amount of time and damage that the character would then take in rushing the boss at the conclusion of the attack. Other positive means of incorporating the QTE is for manipulating the environment to gain a tactical edge; Gears of War 2, for example, includes one area where the player character and his non-player character squad are on a circular elevator, fending off hordes of monsters engaging them on all sides. By temporarily abandoning the battle, the player can engage the elevator through a QTE at its control panel to gain the high ground, though this gain can be nullified if the monsters engage a second control panel. A more recent use of QTEs have been within cutscenes themselves where failing to perform the QTE may alter or provide more details about the game's story and affect the character later in the game.
He also appears in several other video games such as Fate/Grand Order (as an assassin class servant), Getsu Fūma Den, Kessen III (as an optional bonus character), Nobunaga's Ambition II, Sengoku Basara 2 (initially as a non-player character, he became playable in the Heroes edition), Sengoku Basara 3 and Sengoku Basara 4, Persona 2: Eternal Punishment (as a summonable "persona" character), Pokémon Conquest (as a playable sidequest character), Shall We Date?: Ninja Love (as a romance option or the player character), and Taikō Risshiden V (as an unlockable player character). He is further featured in the manga series Nabari no Ou, where he appears as the shape-shifting leader of the Fūma ninja village and an ally of the protagonist, and also makes an appearance in the light novel series Mirage of Blaze during the story arc involving the Hōjō clan, and in the manga and anime series Samurai Deeper Kyo, where he is Sarutobi Sasuke's childhood friend and rival, and Karasu Tengu Kabuto. Fūma Kotarō is featured in the manga Hana no Keiji: Kumo no Kanata ni; in the SNES game of the same title, he is the final opponent that Keiji Maeda has to fight against.

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