ABSTRACT

Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

part One|40 pages

First Impressions

chapter Chapter One|17 pages

Social Surface

part Two|93 pages

Focus on the Player

chapter Chapter Three|59 pages

Culture

chapter Chapter Four|27 pages

Gender

part Three|63 pages

Using a Character's Social Equipment

chapter Chapter Five|17 pages

The Face

chapter CHAPTER Six|21 pages

The Body

chapter Chapter Seven|15 pages

The Voice

part Four|54 pages

Characters in Action

chapter CHAPTER Eight|21 pages

Player-Characters

chapter Chapter Nine|28 pages

Nonplayer-Characters

part Five|33 pages

Putting It All Together

chapter Chapter Ten|11 pages

Process

chapter CHAPTER Eleven|19 pages

Evaluation