Thursday 4 March 2010

Level 3 Team Project - Analysis of NPCs within Fable II

As part of the teams ongoing research, I have performed an analysis of non-playable characters found within the Xbox 360 title, Fable II. The five page document discusses NPC archetypes and stereotypes, compares the characteristics of certain NPCs to others and provides an analytical insight into their roles.


Fable II [Lionhead Studios, 2007]
 
"The NPCs found throughout Fable II are interesting, as despite having large roles in determining the final outcome of the story, they’re all shallow, uncharismatic bots whose entire list of traits and characteristics can be viewed at any time via a small dynamic menu screen. Merely shells for the mechanic they so influence, NPCs not directly linked to the main storyline in Fable II are a very common affair, with hundreds scattered throughout the land of Albion, though each one fits the same purpose as the next. It isn’t each individual NPC that directly matters in Fable II, but the views of large groups of them affecting several of the player’s stats. As an example, the more quests the player does for NPCs found around town, the higher renown score they gain. Similarly, the more gifts a player gives to different NPCs, the more they’re appreciated."

"One thing to mention- the mentor character of Fable II, Theresa, interestingly breaks the typical mentor archetype by both being female and having a large disability. The Hero of Strength, Sister Hannah, is another interesting character to consider, her character being reversed with Garth, the Hero of Will. Typically, the female would take the role of the wispy magic user while the male would assume the role of the powerful warrior. This switch aids in helping both characters appear more surprising and compelling to the player. Despite obviously having no dialogue or characterisation, the dogs actions throughout, and especially towards the end, of Fable II help shape it into a compelling character, especially since it is linked with one of the biggest decisions the player is presented with."

"By creating stereotypical minor NPCs, Lionhead has managed to create multiple characters out of one personality, perfectly fitting for the roles those characters play. However, due to this, these minor characters are thoroughly uninteresting and do nothing but contribute to the games mechanics."


To download the full five page .pdf version of the analysis, click here.
 

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