-Games often criticised as lacking in narrative.
'Narrative is not the only tool for computer game analysis in town there are other crucial aspects to successful computer games such as game playability.'
-Good narrative does not logically imply bad game playability.
-Computer generated characters should have a minimum of five properties of (philosophical) personhood: language, autonomy, creativity, phenomenal consciousness, and reasoning capacity, and argued that since artificial autonomy is impossible, computer generated characters are impossible.
-We systematically identified a set of capabilities that characters should appear to have that would allow all of Polti’s thirty-six dramatic units to be realised (Hall, 2002). These capabilities are summarised in Figure 1.
Attributes: All attributes of character A which have an effect external to themselves in the situation should appear to have their normal effect. For example, if one character can run faster than another, the former would normally win a foot race.
Perception: A should appear to normally perceive their situation perfectly. For example, if A perceives their situation incorrectly then they are much more likely to make mistakes.
Mental state: The normal mental state for A should appear to be that their aim is to satisfy their goals, and every emotion which A has towards other agents reflects a perceived relationship. For example, if their actions do not reflect their internal goals then their behaviour would be described (in pop psychology) as madness.
Pursuit: The position of A (being in a specific situation) should appear to be normally independent of the position of other objects, and A can move freely around in and between situations. For example, most As are not continuously pursuing something.
Love: As should appear to be normally emotionally neutral towards other As, unless special circumstances have caused them to exhibit the important directed emotions of love or hate. For example, if A1 is in love with another, the former will not appreciate the latter being removed from those circumstances.
Family: A should appear to not belong to a family with all other characters, and special conditions must occur for a family to exist. For example, members of the one family happily coexisting in the same situation should not be enemies.
Friend: A should appear to be normally friends with characters that they interact with, although specific interactions can cause them to become enemies. For example, if A1 is friends with A2 but enemies with A3, A1 will not appreciate A2 being friends with A3.
Power: A should appear to normally not have power over other A, although A may often be involved in power structures where they or others have power. For example, if A1 has power over A2, A1 does not expect A2 to try to gain power over A1.
Exchange: A should appear to normally not exchange objects with other actors. Transactions of objects do occur between situations, but not always according to the wishes of the A involved.
Intention: A normally tries to produce the outcomes they desire. However there are four possible reasons for action from the point of view of actors: choice, accident, necessity, or irrelevant. Irrelevant means that the source of the deterministic cause is not important. [1]
[1] http://gamestudies.org/0801/articles/hall_baird