This paper discusses the concept of "influence", as an alternative to "direct" control of game characters, describing how influence can be achieved in computer games. To illustrate the notion of influence we will briefly present a game called FantasyA where players interact with it by influencing the emotions of their semi-autonomous avatars using a tangible interface called SenToy. We show how "influence" was built into this game, the role of SenToy as an influencing device, and the reactions of the users to this type of control.
Citation:
Marco Vala, Ana Paiva, Rui Prada, "From Motion Control to Emotion Influence: Controlling Autonomous Synthetic Characters in a Computer Game," aamas, vol. 3, pp.1302-1303, Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 3 (AAMAS'04), 2004