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companions_in_games [2009-01-26 12:34] – davegriffiths | companions_in_games [2009-01-26 12:45] – davegriffiths | ||
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Strategies used in increasing attachment to companions in games: | Strategies used in increasing attachment to companions in games: | ||
- | * The companion using language which you can't quite understand, as use of natural language is one of the quickest ways to breaking | + | * The use of natural language is one of the quickest ways to annoy the user, and break any illusion of intelligence, so it's generally left out, or a language which you can't quite understand is used instead, but which still conveys basic levels of emotion. |
- | * User investment in the design or construction of the agent, which increases a feeling of ownership. | + | * 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 | + | * Collective intelligence |