Trade-offs between responsiveness and naturalness for player characters
Aline Normoyle, Sophie Jörg
Motion in Games, November 2014, pp. 61--70.
Abstract: Real-time animation controllers are fundamental for animating characters in response to player input. However, the design of such controllers requires making trade-offs between the naturalness of the character's motions and the promptness of the character's response. In this paper, we investigate the effects of such tradeoffs on the players' enjoyment, control, satisfaction, and opinion of the character in a simple platform game. In our first experiment, we compare three controllers having the same responsiveness, but varying levels of naturalness. In the second experiment, we compare three controllers having increasing realism but at the expense of decreased responsiveness. Not surprisingly, our least responsive controller negatively affects players' performance and perceived ability to control the character. However, we also find that players are most satisfied with their own performance using our least natural controller, in which the character moves around the environment in a static pose; that differences in animation can significantly alter players' enjoyment with responsiveness being equal; and that players do not report increased motion quality with our most natural controller, despite viewers outside of a game context rating the same controller as significantly more natural than our other conditions.
Article URL: http://dx.doi.org/10.1145/2668064.2668087
BibTeX format:
@inproceedings{Normoyle:2014:TBR,
  author = {Aline Normoyle and Sophie Jörg},
  title = {Trade-offs between responsiveness and naturalness for player characters},
  booktitle = {Motion in Games},
  pages = {61--70},
  month = nov,
  year = {2014},
}
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