AAU Student Projects - visit Aalborg University's student projects portal
A master's thesis from Aalborg University
Book cover


How Knowledge of the Player Character's Alignment Affect Decision Making in a Game

Authors

;

Term

4. term

Education

Publication year

2017

Submitted on

Pages

11

Abstract

Story-rich games often place the player in control of the protagonist, creating potential tension between a game’s external objective and the character’s internal preferences. This thesis examines whether knowledge of a player character’s alignment—operationalized as access to the character’s thoughts via inner monologue—shapes in-game decisions and leads players to forsake an explicit goal. We conducted an online experiment with 467 participants who played one of two near-identical versions of a simple visual novel, Porcelain Hearts. Both versions presented ten critical choices typically between pursuing a treasure-collecting objective (external goal) or deviating from it; in the test version, brief inner monologues revealed the character’s stance before each choice, with six conflicts and four alignments relative to the goal. All choices were logged and compared across a test and a control group. The data show significant differences: the test group more often followed the character’s stated wishes and abandoned the external goal, and when wishes and goal aligned, the test group was also more likely than the control group to select the goal-advancing option. These findings suggest that exposing character alignment shifts engagement from goal-driven to empathic and has important implications for narrative game design.

Historiedrevne spil giver ofte spilleren kontrol over hovedpersonen, hvilket kan skabe spændinger mellem spillets eksterne mål og figurens indre ønsker. Denne opgave undersøger, om viden om spillerfigurens alignment – forstået som adgang til figurens viden og følelser formidlet via en indre monolog – påvirker beslutninger i spillet og kan få spillere til at fravige et eksplicit mål. Vi gennemførte et onlineeksperiment med 467 deltagere, der spillede én af to næsten identiske versioner af den simple visuelle roman Porcelain Hearts. Begge versioner præsenterede ti afgørende valg, typisk mellem at forfølge en skattejagt (eksternt mål) eller afvige herfra; i testversionen fik spillerne før hvert valg en kort indre monolog, der afslørede figurens holdninger, hvoraf seks var i konflikt med målet og fire var i overensstemmelse. Alle valg blev logget og sammenlignet mellem en test- og en kontrolgruppe. Resultaterne viser signifikante forskelle: Testgruppen valgte oftere i overensstemmelse med figurens udtrykte ønsker og opgav hyppigere det eksterne mål, og når figurens ønsker og mål stemte overens, valgte testgruppen også oftere mål-fremmende handlinger end kontrolgruppen. Fundene indikerer, at indsigt i figurens alignment kan flytte engagementet fra målrettet mod empati og har væsentlige implikationer for design af spilnarrativer.

[This apstract has been generated with the help of AI directly from the project full text]