Abstract
Morality systems are one of the key features that most computer role-playing games (CRPGs) include as a way of allowing players to build their own characters, as well as capturing how the virtual world reacts to their choices. In some of those games, non-playable characters (NPCs) follow their own virtual lives and schedules beyond the players' actions, which contributes to simulating a more believable virtual world. However, the moral dimension of those NPCs is often very limited, and their morally-relevant deeds usually depend on scripted narratives; this prevents NPCs from showing believable moral autonomy in their actions, beyond what they have been hard-wired to do. In this paper, we analyze the case of The Elder Scrolls IV: Oblivion as a particularly detailed case in terms of its NPCs' moral profiles, and we argue how, by reusing mechanics that already exist in the game, NPCs could be furnished with a much deeper moral profile and autonomy.
Original language | English |
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Pages (from-to) | 12-15 |
Number of pages | 0 |
Journal | 2019 AISB Convention |
Volume | 0 |
Issue number | 0 |
Publication status | Published - 1 Jan 2019 |