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There are also examples of games which immerse the player in more complex social situations, involving groups working together, or squads fighting together. | There are also examples of games which immerse the player in more complex social situations, involving groups working together, or squads fighting together. | ||
+ | ^ Game ^ Game description ^ Attachment level ^ | ||
+ | | {{: | ||
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+ | Breath of Fire III | ||
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+ | The Thing | ||
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+ | ======Conclusions====== | ||
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+ | Strategies used in increasing attachment to companions in games: | ||
+ | * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, | ||
+ | * User investment in the design or construction of the agent increases a feeling of ownership, and therefore attachment - "My robot is the only one like it". | ||
+ | * Collective intelligence is generally more robust, and more fun than relying on a single agent. |