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A non-player character (NPC), or non-playable character, is any
character Character or Characters may refer to: Arts, entertainment, and media Literature * ''Character'' (novel), a 1936 Dutch novel by Ferdinand Bordewijk * ''Characters'' (Theophrastus), a classical Greek set of character sketches attributed to The ...
in a
game A game is a structured form of play (activity), play, usually undertaken for enjoyment, entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator s ...
that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machine A machine is a physical system using Power (physics), power to apply Force, forces and control Motion, moveme ...
.


Role-playing games

In a traditional tabletop role-playing game such as '' Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
s (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player characters might be allies, bystanders or competitors to the PCs. NPCs can also be traders that trade currency for things such as equipment or gear. NPCs thus vary in their level of detail. Some may be only a brief description ("You see a man in a corner of the tavern"), while others may have complete game
statistics Statistics (from German language, German: ''wikt:Statistik#German, Statistik'', "description of a State (polity), state, a country") is the discipline that concerns the collection, organization, analysis, interpretation, and presentation of ...
and backstories. There is some debate about how much work a gamemaster should put into an important NPC's statistics; some players prefer to have every NPC completely defined with stats, skills, and gear, while others define only what is immediately necessary and fill in the rest as the game proceeds. There is also some debate regarding the importance of fully defined NPCs in any given
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
(RPG), but it is general consensus that the more "real" the NPCs feel, the more fun players will have interacting with them in character.


Playability

In some games and in some circumstances, a player who is without a player character can temporarily take control of an NPC. Reasons for this vary, but often arise from the player not maintaining a PC within the group and playing the NPC for a session or from the player's PC being unable to act for some time (for example, because the PC is injured or in another location). Although these characters are still designed and normally controlled by the gamemaster, when players are given the opportunity to temporarily control these non-player characters, it gives them another perspective on the plot of the game. Some systems, such as '' Nobilis'', encourage this in their rules. In less traditional RPGs, narrative control is less strictly separated between gamemaster and players. In this case, the line between PC and NPC can be vague.


Dependants

Many game systems have rules for characters sustaining positive allies in the form of NPC followers; hired hands, or other dependant stature to the PC. Characters may sometimes help in the design, recruitment, or development of NPCs. In the '' Champions'' game (and related games using the Hero System), a character may have a DNPC, or "dependant non-player character". This is a character controlled by the GM, but for which the player character is responsible in some way, and who may be put in harm's way by the PC's choices.


Video games

The term "non-player character" is also used in
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s to describe entities not under the direct control of a player. The term carries a connotation that the character is not hostile towards players; hostile characters are referred to as enemies, mobs, or creeps. NPC behavior in computer games is usually scripted and automatic, triggered by certain actions or dialogue with the player characters. In certain multi-player games ('' Neverwinter Nights'' and '' Vampire: The Masquerade'' series, for example) a player that acts as the GM can "possess" both player and non-player characters, controlling their actions in order to further the storyline. More complex games, such as the aforementioned ''Neverwinter Nights'', allow the player to customize the NPCs' behavior by modifying their default scripts or creating entirely new ones. In some online games, such as massively multiplayer online role-playing games, NPCs may be entirely unscripted, and are essentially regular character avatars controlled by employees of the game company. These "non-players" are often distinguished from player characters by avatar appearance or other visual designation, and often serve as in-game support for new players. In other cases, these "live" NPCs are virtual actors, playing regular characters that drive a continuing storyline (as in '' Myst Online: Uru Live''). In early and less advanced RPGs, NPCs only had monologue. Code directs the appearance of a dialogue box, floating text, cutscene, or other means of displaying the NPCs' speech or reaction to the player. NPC speeches of this kind are often designed to give an instant impression of the character of the speaker, providing character vignettes, but they may also advance the story or illuminate the world around the PC. Similar to this is the most common form of storytelling, non-branching dialogue, in which the means of displaying NPC speech are the same as above, but the player character or avatar responds to or initiates speech with NPCs. In addition to the purposes listed above, this enables development of the player character. More advanced RPGs feature interactive dialogue, or branching dialogue ( dialogue trees). An example are the games produced by Black Isle Studios and White Wolf, Inc.; every one of their games is multiple-choice roleplaying. When talking to an NPC, the player is presented with a list of dialogue options, and may choose between them. Each choice may result in a different response from the NPC. These choices may affect the course of the game, as well as the conversation. At the least, they provide a reference point to the player of their character's relationship with the game world. '' Ultima'' is an example of a game series that has advanced from non-branching ('' Ultima III: Exodus'' and earlier) to branching dialogue (from '' Ultima IV: Quest of the Avatar'' and on). Other role-playing games with branching dialogues include '' Cosmic Soldier'', '' Megami Tensei'', '' Fire Emblem'', ''
Metal Max is a role-playing video game series created by Hiroshi Miyaoka and his studio Crea-Tech. The first title was developed by Crea-Tech in collaboration with Data East, and was published by Data East in 1991. Due to the bankruptcy of Data East a ...
'', '' Langrisser'', ''
SaGa is a series of science fantasy role-playing video games by Square Enix. The series originated on the Game Boy in 1989 as the creation of Akitoshi Kawazu at Square (video game company), Square. It has since continued across multiple platforms, ...
'', ''
Ogre Battle , sometimes referred to as , is a series of five tactical role-playing and real-time strategy video games developed by Quest Corporation and is currently owned by Square Enix through Square's acquisition of Quest. There are five original games i ...
'', ''
Chrono Chrono may refer to: Prefix ''chrono-'' a Greek combining form relating to time *chronometry Chronometry (from Ancient Greek, Greek χρόνος ''chronos'', "time" and μέτρον ''metron'', "measure") is the science of the measurement of t ...
'', ''
Star Ocean is a franchise of action role-playing video games developed by the Japanese company tri-Ace and published and owned by Square Enix (formerly Enix). Development History The series is also known for being some of the earliest action RPGs to allo ...
'', '' Sakura Wars'', '' Mass Effect'', '' Dragon Age'', ''
Radiant Historia is a role-playing video game co-developed by Atlus and Headlock for the Nintendo DS. It was released in Japan in 2010 by Atlus, and in North America in 2011 by their subsidiary Atlus USA. An expanded remake for the Nintendo 3DS, titled ''Ra ...
'', and several ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project (Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo (Koichi Sugiyama) to its publi ...
'' and '' Final Fantasy'' games. Certain video game genres revolve almost entirely around interactions with non-player characters, including visual novels such as '' Ace Attorney'' and
dating sim Dating sims, or , are video game subgenre of simulation games with romantic elements. Dating sims are often dialog-heavy and focus on time management. The player must befriend and carefully build and maintain a relationship with one or more ...
s such as '' Tokimeki Memorial'', usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them. Games revolving around relationship-building, including visual novels, dating sims such as ''Tokimeki Memorial'', and some role-playing games such as '' Persona'', often give choices that have a different number of associated "mood points" that influence a player character's relationship and future conversations with a non-player character. These games often feature a
day-night cycle A diurnal cycle (or diel cycle) is any pattern that recurs every 24 hours as a result of one full rotation of the planet Earth around its axis. Earth's rotation causes surface temperature fluctuations throughout the day and night, as well as we ...
with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations.


Insult

On the Internet, NPC is often used as an insult to suggest that some people are unable to form thoughts or opinions of their own. Such people are often characterized as being similar to
NPC Wojak NPC (; each letter separately; also known as the NPC Wojak), derived from ''non-player character'', is an internet meme that represents people who do not think for themselves or do not make their own decisions; those who lack intrapersonal commun ...
, who is a grey-faced, expressionless internet meme.


See also

* AI player * Philosophical zombie * Video game bot


References

{{MUDs, state=collapsed MUD terminology Role-playing game terminology Video game terminology