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February 16, 2006

Devs'll find work for idle avatars

idles.gif Ever think character avatars in MMORPGs look a bit spaced out? Just standing there, kind of alive but completely entranced? Whether avatars appear stiff or lively certainly impacts our ability to mistake them willingly for living beings and lose ourselves in the fiction of the game world.

Now one strategy that game developers use to try to breathe some life into avatars, is to use "idles," or animations of autonomic behaviors, such as breathing, blinking and swaying that are activated when the avatar is idle. For example, the idles in EverQuest II are especially subtle and realistic, while those in World of Warcraft are highly stylized and cartoonish. In both cases, they make the avatars seem more like animate objects.

While idles indeed do a nice job of livening up avatars to a certain degree, there's still something missing. In public, people don't just breathe and blink, they do things. Things that are responsive to the particular social setting and to the particular people on the scene. Take people at a bus stop, for example. They glance at their watches and stare off in the direction of the awaited bus, displaying to everyone around that they are doing "waiting for the bus." They may step inside the bus but not feed the coin machine immediately, instead projecting this action by visibly rummaging through a purse. They crack a book or jump on their mobile phone, displaying a reduced availability for small talk to fellow passengers. And so on. This tacit level of communication is not yet implemented in virtual game worlds.

In games, much of the time when avatars are "idle," players actually are not. They are busy with a whole array of personal (in-game) activities, similar to those in real life, such as rummaging through backpacks, consulting maps, searching spell books or directories, reviewing skill trees, chatting privately, and more (see earlier post). So players are already engaging in embodiable activity that is appropriate to the situation. Simply animating this would go a long way in terms of making avatars appear more like living, competent beings than spaced-out zombies. Characters could actually look "busy" and do so in a way that is socially meaningful and appropriate to the situation, rather than canned.

Now animating such personal activities not only makes avatars appear more lively by enabling others to make sense of what they're doing, it also provides important cues for achieving coordination. Hiding player activity from public view, on the other hand, can cause slippage. For example, in the following excerpt, two players in Star Wars Galaxies are doing a set of missions together to gain access to Jabba the Hutt's palace. They have just completed one objective, killing a kaadu, and are about to travel by speeder to the next (note: double parentheses mark transcriber's descriptive notes).

Wait.jpg

[Star Wars Galaxies: Jabba's Missions; Atac's perspective]
01 01:38 ((Nike runs past Atac toward speeders))
02 02:44 Atac: is that it?
03 03:10 ((Atac turns around and looks in Nike's direction))
04 04:16 ((Atac begins to follow Nike))
05 09:34 ((Atac mouses over an empty slot in her toolbar))
06 12:06 ((Nike mounts his speeder and begins turning it))
07 13:46* Atac: wait
08 13:52 ((Nike stops turning speeder))
09 15:15* ((Atac opens inventory))
10 17:24 ((Atac opens backpack within inventory))
11 20:52 [GroupChat] nike: did you get it?
12 28:48 ((Nike turns speeder))
13 29:46 ((Nike begins to move forward))
14 30:24 [GroupChat] atac: get what?
15 31:56* ((Nike passes Atac on his speeder))
16 32:16 ((Atac mouses over and inspects some stimpacks))
17 37:28 ((Atac drags stimpacks))
18 38:54 ((Atac drops stimpacks onto empty slot in toolbar))
19 40:18 ((Atac closes backpack))
20 41:00 ((Atac turns around to look for Nike))
21 42:12 [GroupChat] nike: the kaadu egg...

Here Atac tries to coordinate two activities: replenishing the stimpacks in her toolbar (used for healing in combat) and traveling with Nike to their next destination. When Nike appears to be about to leave the scene on his speeder (line 06), Atac types "wait" (line 07) and then opens her inventory about 1.5 seconds later (line 09). However, there is no avatar animation or public signal to Nike that she has done so. As a result, he can't see what he's waiting for. So he takes a guess, "did you get it?" (line 11) referring to a quest item from the dead kaadu. Nike then starts to drive off (lines 12-13) as Atac requests clarification by saying "get what?" (line 14), which shows that, that was not in fact the reason for the waiting. Nike drives off (line 15) and Atac selects some stimpacks and drags them to her toolbar (lines 16-19). She thus fails to get Nike to wait for her while she rummages through her purse. This may seem like a minor slippage in coordination, but it can have more major consequences if, for example, you lag behind your group mates in a dungeon while you search for an item or a spell and a mob pops and kills you (this has happened to me on a few occasions). In general, such slippages make the avatar-interaction system feel awkward and clunky.

Now game developers are not entirely unaware of the social importance of animating personal activities. In There for example avatars don goggles when the player opens a web page or a headset when the player opens an IM window. In WoW, avatars bend over when opening a chest, showing everyone who is going for the loot. EQII does a nice job of animating the various types of harvesting: avatars bend over when "gathering," squat slightly when "trapping," chop with an axe when "foresting," and swing a pick when "mining." This not only displays publicly what a player is up to when lurking about in the bushes, but also displays to other would-be harvesters that he or she is indeed going for the insidious root, instead of the nearby lithic stone. And of course, most games have long had combat animations that show group mates that the tank is starting to pull or the healer is starting to heal. All of these avatar manifestations of player actions greatly enhance players' ability to interpret what each other is doing and tightly coordinate their actions, as well as make our virtual bodies seem more alive. Developers should expand the use of these kinds of personal animations. (Raph, please give us more!)

Imagine that whenever you type /time or click on the in-game clock, your avatar looks at his or her watch (hourglass, sundial, whatever). Now when it's 3:00am and I finally need to ditch my group, I can forecast my departure a bit more subtly than simply typing, "I gotta go to bed." Instead my group mates can draw the inference, "you gettin tired or something?" Or imagine that whenever you open your map, your character also opens and studies a map. Not only does this display to your group mates that you're not ready to start the next attack and the like, but it also enables passersby to notice what you're doing and offer assistance ("Are you lost?"). Such seemingly small mechanisms will create a more intricate texture of the social fabric in future virtual worlds.

Now players might argue that they don't want others to see that they're consulting a map ("I don't want to look like a noob!"). That may be true, but is the reduced exposure really worth sacrificing a whole layer of social life? Due to the limitations of MMOGs to date, we have become accustomed to an odd sense of public privacy in which we can hide much of what we're doing while in the virtual presence of others (e.g., we can even "talk behind someone's back" right in front of their face). But a fundamental part of human sociality is seeing others and being seen by them, incompetences and all.

Posted by Bob

Posted at February 16, 2006 04:08 PM

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Comments

These are great ideas, but wouldn't development times blow up exponentially? Character animations are complicated enough as is. I would love to see thsi implemented, but cannot imagine how it could be feasible.

Posted by: Philip Isles at February 21, 2006 09:44 AM

I couldn't find a good place to post or send this, but I have a suggestion for a PlayOn analysis.

The debate about raid vs. non-raid content has been raging on the Blizzard forums for months now. No one seems to have an idea of how many people are actually able to participate in the raid content (20-40 man groups in ZG, MC, BWL, etc.). Could PlayOn glean such statistics from their data?

Posted by: Bryan at February 21, 2006 10:17 AM

Philip - Currently, it's totally feasible (to a certain extent) given that game developers ALREADY animate a huge number of actions. If we're talking about development costs, then I'm arguing that devs are animating some of the wrong ones. For example, WoW has unique animations (I believe) for each of the 16 race-gender combinations for things like /dance, /flirt and /silly. EQII has a whole slew of "socials" with unique animations for things like /moon, /boggle, /shimmy, /violin, and more. And SWG had even more socials (over 300), many of which had unique avatar animations as well.

Now don't get me wrong, I LOVE these fun avatar animations; however, BEFORE spending development time and money on the fun ones, I would try to cover the more interactionally fundamental ones. When animating things like sitting, walking and running, I would also include things like opening/closing inventories, maps, spellbooks, skills, buddy lists, trading, using tells, groupchat, guildchat, and the like. These kinds of animations will actually help me better make sense of what others are doing around me and help me better coordinate my actions with them. If I have to sacrifice some animations like, /silly, /flirt, /boggle, /violin or a few combat animations due to development costs, that's fine with me. (I can't part /moon though).

Now how much work you want to put into interpersonal animations vs. combat animations of course depends on the kind of game you want to develop. If you want to promote socializing and roleplaying (e.g., There or SWG), you would probably want to put in more interpersonal animations than if you want to promote combat or solo questing (e.g., WoW). Also the more you want to try to approximate real face-to-face interaction with all its subtly, then I can imagine development times blowing up, as well as interfaces blowing up in their complexity. But those are simply challenges for the future.

Posted by: Bob at February 21, 2006 12:58 PM

Bryan - interesting question. We'll consider doing a post on it. Thanks!

Posted by: Bob at February 22, 2006 04:15 PM

With ideas like the ones you've suggested in this thread you should be making the MMOGs Bob, not analysing them! Good work!

Posted by: Technocrat at July 21, 2006 03:12 PM

Wow!

Posted by: Tatia at June 2, 2007 03:12 PM

you guys are a bunch of nerds who like star trek geeks!! (snort snort giggle giggle snort)

Posted by: Rachel at August 19, 2007 03:16 PM

Hello,

Could anyone tell me, is it possible to make our actual pictures use instead of animated avtars in these games..?? If no, what are the technological constraints that are hindering this to happen.

As in, just guess how amazing it would be if we can actually see ourselves instead of any common animated character..


Thanks & regards,

Anmol

Posted by: anmol at March 29, 2008 01:21 PM

I like this game

Posted by: Jojo at July 9, 2008 02:44 PM

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