NPC in 5 minutes or a little about character creation



This article focuses on the basics of quickly creating non-game characters - NPCs. Based on the typology, it can be useful for beginners of Game Masteram and anyone interested in psychology.


The problem of character generation for both board and computer games is simple. There are many characters, and to develop them in detail often there is no time or desire. In addition, in computer games, the implementation of complex characters most often occurs through texts, and, as you know, nobody reads texts. As a result, this translates into two or three main, more or less elaborate characters, a dozen template and the rest of the faceless crowd, which, you see, does not please the players. Accordingly, we need a system that would allow us to quickly and efficiently generate simple, but interesting types.

Typology can help solve this problem - a science that studies the characters of people by deducing their basic types. It allows, including programmatic methods, to quickly build a realistic and holistic personality. Due to the fact that this article only discusses the basics of character character, I used only the most necessary typology classifications, and part of it remained outside the article.


So, let's begin. The text will be a bit much, but the implementation itself is really minimal and effortless.

Step one.Determine the profession of the character. This may be a merchant, a blacksmith, a bard, the head of a house of contempt, a local prince, and so on. The choice of profession as the first step will help us build a more logical and realistic model of our NPC's behavior or show problem areas that require additional substantiation.

The second step is introversion or extraversion.
An extrovert is a person, or a society-oriented creature. He likes the noise, the activity, the crowd. He is confident in himself and feels comfortable surrounded by people. In practical terms, this means an extrovert will try to take a leading position in the dialogue, offer or even impose their own thoughts and ideas. The manner of speaking an extrovert can be any, but most often the extroverts will conduct a dialogue confidently and persistently. Of course, if on the other side a stronger personality does not come across. In deeds, extroversion also presupposes vigorous action and perseverance. The extrovert guide will rush the party, the extrovert tenant will control plans and purchase equipment. Of course, do not forget that extroversion, like any other feature described below, has its own power. "Weak" extrovert
An introvert is a person focused on himself. He likes silence, peace, loneliness. He is not very confident in himself; he needs rest from people. Introverts are characterized by more restrained dialogue behavior. Most likely, he will easily transfer the leading role to the interlocutor forcing him to take the initiative into his own hands. In a conversation, an introvert will avoid conflicts; information will have to be obtained through questioning. Introverts are more characteristic of restraint, politeness, insecurity. They would rather ask or even keep silent. Annoyed, introverts become isolated and rarely display aggression. The introvert guide will not interfere in the activities of the party and will stay at a distance, both in moral and physical terms. An introvert employer will most likely give an assignment and go about his business. Defining only this,

Third step. In addition to intro and extraversion in typology, it is customary to divide the groups into Thinking and Feeling.
Thinkers are those types of people who put necessity at the forefront. The interpretation is somewhat free, but to create a character is quite suitable. The thinking type of characters is characterized by independence from the opinions of others, calculation, straightforwardness, argumentation. This type calmly goes to an unpopular decision only because, in his opinion, they are necessary. Thinkers most often include people in military professions, surgeons, etc. The thinking conductor is not at a loss in case of danger, but if he has to abandon a stuck party member in order to save the rest of the group, he will do so without moral torment. This is normal for him. In turn, the Thinking Tenant will substitute the party for the attackers so that his native village can escape.

Those who are of the Feeling type place the attitude of other people at the forefront. It is typical for a feeling type to put themselves in the place of others, to take into account the opinion of strangers, to take into account the interests of others. Politicians should belong to the sentient type, but so far these can only be found in good tales and even then not often. By the way, evil characters are extremely Sensitive. The sensing conductor will definitely patronize the party, and will give the last sips of water to children or women. However, Sensitive conductors are a rather rare combination, since work requires a fair amount of independence and rigidity. A sensitive employer will also patronize the party, which, however, does not mean that he will not bargain for remuneration. A vivid example is Alchen the blue thief from 12 Chairs.

Step Four The foundation is laid. Now we need to revive the character. We must identify the motives and motivations that drive our character. In other words, we need to know what he wants. Maybe it's a thirst for fame? Or profit? Or peace on all earth and that no one would leave offended? That is the question, by answering which we will take our fourth step, is already beyond the typology. In fact, the list is very wide and it makes no sense to systematize it. For us, the principle itself is important - we must determine what drives our character. Actually, this will determine his actions and actions.

And finally, the fifth and final step.We must highlight the individual features of our NPC. These features most often become pronounced (or important for the quest) personality traits. The character can be a coward, storyteller, war hero, schizophrenic, a fanatic of conspiracy theories. Having finished with individual features, we get a good basic description of the nature of the NPC. It can be used for passing characters or developed further for key or more or less important ones.
And here is how it works:

Andrey. A merchant, a pronounced extrovert, thinking, longs for power, but poor.
Alexei. A conductor, an extrovert, feeling, there are no specific goals, likes to drink.

Merchant Andrei. A very active, expressive person trying to trade everything. In conversation, she stresses her acquaintances in every way among the local elite. He regularly offers some projects, the ideas in which he acts as the main one. Coward.

Explorer Alex. Not married, spends evenings in bars, known as his boyfriend. In a dialogue he likes to reason, to show himself to be an experienced specialist. She loves to give directions, however, without arrogance or swagger. Constantly takes a lot more supplies than necessary. Important! In a critical situation, he will sacrifice himself.


All. Simple and quite suitable characters at your disposal. With a little training, creating one character takes 3-5 minutes. Of course, their characters are not at all deep, but they are brought into a single system, have a clear and understandable foundation and can be developed to any level of detail.

Afterword. In total, 4 pairs of character features are distinguished in the typology. In addition to those about which I have already said, Rationals / Irrationals, Sensory and Intuit stand out. Together, this amounts to 16 different types, which fully describe the character of a person. More details can be found in the relevant literature.
With all due respect

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