Exploring Non-Player Character Types in Games: Enemies
Disciplines
Game Design
Abstract (300 words maximum)
The aim of this study is to research the design criteria of different Non-Player Characters (NPCs) in games and examine how each game distinguishes different types of enemy NPCs. These can include normal enemies, minibosses, and bosses. While some games have noticeable distinctions between these enemy types, others make these distinctions less clear. We examined different enemy types across 10 different games; The Binding of Isaac, Enter the Gungeon, Risk of Rain 2, Crypt of the Necrodancer, Hi-Fi Rush, Sonic Frontiers, Elden Ring, Middle-Earth: Shadow of War, Hollow Knight, and Okami HD. In combination, these games provide a diverse set of perspectives on the different combat systems and thematics present in games in order to achieve a more holistic understanding of each type of game, as well as how they affect the progression and difficulty of a game. In all of these games, bosses contribute to the game’s story as well as difficulty. We recorded 60-90 minutes of gameplay from ten different games to examine their use of enemies, minibosses, and bosses and gather qualitative data. The data was then analyzed using thematic analysis to identify the design criteria for each category of NPC.
Academic department under which the project should be listed
CCSE - Software Engineering and Game Development
Primary Investigator (PI) Name
Henrik Warpefelt
Exploring Non-Player Character Types in Games: Enemies
The aim of this study is to research the design criteria of different Non-Player Characters (NPCs) in games and examine how each game distinguishes different types of enemy NPCs. These can include normal enemies, minibosses, and bosses. While some games have noticeable distinctions between these enemy types, others make these distinctions less clear. We examined different enemy types across 10 different games; The Binding of Isaac, Enter the Gungeon, Risk of Rain 2, Crypt of the Necrodancer, Hi-Fi Rush, Sonic Frontiers, Elden Ring, Middle-Earth: Shadow of War, Hollow Knight, and Okami HD. In combination, these games provide a diverse set of perspectives on the different combat systems and thematics present in games in order to achieve a more holistic understanding of each type of game, as well as how they affect the progression and difficulty of a game. In all of these games, bosses contribute to the game’s story as well as difficulty. We recorded 60-90 minutes of gameplay from ten different games to examine their use of enemies, minibosses, and bosses and gather qualitative data. The data was then analyzed using thematic analysis to identify the design criteria for each category of NPC.