TERA Blog Reveals the Making of an NPC

Lancer vs. Kumas (TERA, En Masse)

In the expansive game worlds found in MMORPGs, the non-player characters (NPCs) who inhabit these worlds greatly affect a player’s in-game experience. This begs the question: What makes a good NPC? In the latest of the newly added blog entries, En Masse’s lead writer David Noonan discusses on how they bring NPCs to life in the upcoming action MMORPG TERA.

While TERA‘s NPCs are designed with uniqueness and individuality in mind, they are also designed to be practical for an interactive and play-centric medium. As Noonan puts it:

But we also don’t want to hijack the game with longwinded characters and unduly elaborate backstories. (There’s nothing wrong with elaborate backstories—when they drive gameplay and motivate characters. Fundamentally, we want you to play the game, though.)

The writing staff at En Masse designs their NPCs using a variety of techniques which include: determining the characters voice (while considering the character’s “racial voice”) and trait diamonds, which is similar to bubble diagramming. FLBWs (fears, limitations, blocks or wounds) are considered for more involved NPCs.

If you’re interested at all in the creative process that goes on behind the scenes of a massively multiplayer online role-playing game, or want to read about what writers do on projects like these, then head on over to the official TERA website and check out the TERA blog.

Enhanced by Zemanta