Abstract
Aim. This article aims to help game creators discover ways to make players feel
Background. We consider two kinds of relationships: the first between the player and their avatar and the second between the player (as represented by their avatar) and non-player characters. More broadly, the article will provide information on the
Method. We synthesize findings as assessment criteria, for
Conclusion. This article thus examines the issues significant to players in relation to factors that engage them in narrative games, focusing on what makes dynamic, engaging, and interactive characterization. We envisage that this study will assist game creators in developing more responsive characters and overall engaging games.
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