An Analysis of Persistent Non-Player Characters in the First-Person Gaming genre 1998-2007: a case for the fusion of mechanics and diegetics

Authors

  • Dan Pinchbeck University of Portsmouth

DOI:

https://doi.org/10.7557/23.6009

Abstract

This paper describes the results of an analysis of persistent non-player characters (PNPCs) in the first-person gaming genre 1998-2007. Assessing the role, function, gameplay significance and representational characteristics of these critical important gameplay objects from over 34 major releases provides an important set of baseline data within which to situate further research. This kind of extensive, genre-wide analysis is under-represented in game studies, yet it represents a hugely important process in forming clear and robust illustrations of the medium to support understanding. Thus, I offer a fragment of this illustration, demonstrating that many of the cultural and diegetic qualities of PNPCs are a product of a self-assembling set of archetypes formed from gameplay requirements.

Author Biography

Dan Pinchbeck, University of Portsmouth

Dan Pinchbeck is a researcher and lecturer in Games and Interactive Media. He specialises in first-person gaming, with particular focus upon diegetic content and gameplay. As the creative director of the mod development group thechineseroom, he has designed and released a range of experimental first-person games. His other research focus is on game preservation and he is part of the KEEP team dedicated to the construction of a general emulation framework for games and other digital objects

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Published

2009-10-26

How to Cite

Pinchbeck, D. (2009) “An Analysis of Persistent Non-Player Characters in the First-Person Gaming genre 1998-2007: a case for the fusion of mechanics and diegetics”, Eludamos: Journal for Computer Game Culture, 3(2), pp. 261–279. doi: 10.7557/23.6009.

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Section

Articles