Close Reading Oblivion: Character Believability and Intelligent Personalization in Games

This paper investigates issues of character believability and intelligent personalization through a reading of the Elder Scrolls: Oblivion. Oblivion’s opening sequence simultaneously trains players in the function of the game, and allows them to customize their character class through the choices and actions they take. Oblivion makes an ambitious attempt at intelligent personalization in the character creation process. Its strategy is to track early gameplay decisions and “stereotype” players into one of 21 possible classes. This approach has two advantages over a less adaptive system. First, it supports the illusion of the game world as a real world by embedding the process of character creation within a narrativised game-play context. Second, the intelligent recommendation system responds to the player’s desire to believe that the game “knows” something about her personality. This leads the players to conceptualize the system as an entity with autonomous, humanlike knowledge. Through the analysis of multiple replayings of the opening sequence, this paper considers ways in which Oblivion both succeeds and fails at mapping player behaviour to appropriate class assignments. The paper documents places where the dialogue between player and game breaks down, and argues for alternative techniques to customize the play experience within the desires of the player.

[1]  J. Murray Hamlet on the Holodeck , 1997 .

[2]  Staffan Björk,et al.  Gameplay Design Patterns for Believable Non-Player Characters , 2007, DiGRA Conference.

[3]  Peter Brusilovsky,et al.  Adaptive Hypermedia , 2001, User Modeling and User-Adapted Interaction.

[4]  Julian Wolfreys,et al.  Readings: Acts of Close Reading in Literary Theory , 2000 .

[5]  Supporting user interfaces for all through user modeling , 1995 .

[6]  Elaine Rich,et al.  User Modeling via Stereotypes , 1998, Cogn. Sci..

[7]  Stacy Marsella,et al.  Modeling coping behavior in virtual humans: don't worry, be happy , 2003, AAMAS '03.

[8]  Heloir,et al.  The Uncanny Valley , 2019, The Animation Studies Reader.

[9]  J. Bruner,et al.  On the perception of incongruity; a paradigm. , 1949, Journal of personality.

[10]  Peter Brusilovsky,et al.  User Models for Adaptive Hypermedia and Adaptive Educational Systems , 2007, The Adaptive Web.

[11]  BioWare corp. Star wars. Knights of the old republic : jeu vidéo , 2003 .

[12]  Brian Magerko Measuring Dramatic Believability , 2007, AAAI Fall Symposium: Intelligent Narrative Technologies.

[13]  Reinhard Oppermann,et al.  Adaptive user support: ergonomic design of manually and automatically adaptable software , 1994 .

[14]  Chris Crawford The Art of Interactive Design , 2002 .

[15]  Michael Mateas,et al.  An Oz-Centric Review of Interactive Drama and Believable Agents , 1999, Artificial Intelligence Today.

[16]  Gerhard Fischer,et al.  User Modeling in Human–Computer Interaction , 2001, User Modeling and User-Adapted Interaction.