NPCs: What Are They, Even?

by Belle Waring on August 28, 2015

If this is going to be a useful analogy for sexist behavior at all people need to know what NPCs (that is, non-player-characters in videogames) are! A number of people in the thread below noted that they did not. It’s pretty simple. Let’s say you play a FPS (first person shooter) or even a third-person shooter (you see the character you control as if he were the star of a movie). You generally roam around the game shooting alien monsters or zombies or Nazis or zombie Nazis or whatever. But there will be people on your side, or fellow members of the space marines, or bystander city-dwellers–people with whom you can interact but don’t need to/can’t shoot. These characters may have only one thing to say, or they can say one thing when first approached (or when you say a certain thing) and one or more other things later (or when you say that other thing). Alternately and more generally in all sorts of games an NPC can be someone you share endless experiences with, or are trained by, or you start a romantic relationship with, or you lose your shit over when they die (not tryna spoil the end of Final Fantasy VII here, just saying. Oh dag! Look, they’re making a new FFVII, and they may botch the ending to please a minority of fans (and in order kick up endless promotional rage-dust IMO), so forget I said that, and buy the latest game from “the franchise that doesn’t know the meaning of the word final”). Basically, in a single-player game, you’re the player, and the non-player characters–even if they look just like you–are merely generated by the game, just like the rendered terrain itself or the monsters or the weapons/spoils of war/scrolls, etc.

Our household is a Nintendo one, and in Zelda Windwaker HD you have crucial but limited interactions with others. It is a beautiful game that I have spent over 40 hours watching someone play while being a crucial assistant, looking through the ign.wiki walkthrough to see how the HELL Link can jump while holding a bomb [pro tip: he can’t, but he can step onto a platform]. You are prompted to press A to talk to NPCs and you are given at most two things to choose from to say either in greeting or reply. This is in line with the generally friendly tenor of Nintendo games, something that led them, after much thought, to
totally disable chat during online battles in their new FPS multi-player game Splatoon. FPS stands for FriendlyPersonSquidgun in this case–it has been succinctly described as “squidpeople play paintball” by “Matpat” on the YouTube channel Game Theory (which is very entertaining; I recommend it highly). Game designers could not think of any other way to prevent trash talk that would ruin the Nintendo experience, so you can only say one of two things to your squad-mates: “let’s go!” or “booyah!” This is despite the fact that it would be very helpful to talk for even 20 seconds before any given battle with your new squad-mates, who are chosen at random from available, physically-nearby players. Then you could set up a simple strategy for winning, which in this case means covering the most terrain possible with ink. “I’ll camp on their re-spawn point and snipe and you run around with that giant paint-roller, painting everything teal. Excelsior!”
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