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The cover for Fake It 'Til You Make It: Believable Character Interactions Without Complex AI

Fake It 'Til You Make It: Believable Character Interactions Without Complex AI

February 11, 2025

Introduction

Imagine your RPG characters reacting to the player’s every choice, gossiping about their deeds, and remembering past grievances – all without writing a single line of complex AI code. For indie developers, achieving this level of dynamic character interaction can seem daunting. Dialogue trees, while functional, often feel restrictive and fail to capture the nuances of real-world conversations. But what if you could create the illusion of intelligence without diving into complex AI? This approach is the foundation of a new content pillar for Wayline, focusing on AI Illusion.

This article explores practical techniques to create dynamic, emergent character interactions using lightweight scripting, clever variable usage, and leveraging player agency. This isn’t a deep dive into AI; it’s a practical guide to faking it effectively and enhancing the narrative experience for your players. We’ll explore how to build that “AI Illusion” that makes your game world feel alive.

Beyond Dialogue Trees: Laying the Foundation

Traditional dialogue trees, while a staple in narrative games, have inherent limitations. They can feel restrictive, linear, and fail to capture the nuances of real-world conversations. To move beyond these limitations, we’ll need to track player actions, character relationships, and the overall world state. This is where variables come in.

Variables act as memory for your game. They store information that characters can react to. Here are a few examples:

  • Boolean Variable: HasReturnedArtifact (True/False) - Did the player return the stolen artifact? Booleans are simple on/off switches that can trigger different reactions.
  • Numerical Variable: CharacterX_Disposition (1-10) - Character X’s disposition towards the player.
  • String Variable: RumorHeard - The latest rumor the character heard. This variable is useful for tracking gossip and shaping character reactions. For example, if RumorHeard contains “Player stole from the merchant,” characters might be wary of trading with the player. The content of the rumor influences their behavior.

By using variables, you can create dynamic interactions that respond to the player’s actions and the changing world around them.

Scripted Reactions: The Building Blocks of Believability

With variables in place, you can start creating a library of pre-written reactions and responses. These reactions are triggered based on the current state of the variables. Simple “if/then” statements are your best friend here. Combine multiple variables to create more nuanced reactions.

Want to easily translate your game into other languages and keep your code organized? Store your dialogue in Scriptable Objects! It’s like having a super-organized notebook for all your character conversations. To improve code maintainability and enable easier localization, it’s best to store dialogue lines in Scriptable Objects or similar data structures rather than hardcoding strings directly in your scripts.

Here’s example code demonstrating how to load dialogue from a Scriptable Object and select a dialogue line based on the character’s relationship with the player. Inside the code block are comments demonstrating the code’s function.

// Load dialogue data from Scriptable Object based on character name and event.
DialogueData dialogue = GetDialogue(characterName, eventName);

if (dialogue != null)
{
    // Display the appropriate dialogue line based on the relationship status.
    DisplayDialogue(dialogue.GetLine(relationshipStatus));
}
else
{
    Debug.LogWarning("No dialogue found for " + characterName + " and event " + eventName);
}
// Example of how relationshipStatus might be updated based on player actions:
if (player.HelpedCharacter(characterName)) {
  relationshipStatus = "Ally"; // Character now views player as an ally
} else if (player.HurtCharacter(characterName)) {
  relationshipStatus = "Enemy"; // Character now views player as an enemy
} else {
  relationshipStatus = "Neutral"; // Character's stance is neutral
}

// if player.HelpedCharacter is called with "Farmer Giles"
// The code checks a boolean variable: didPlayerWaterGilesCrops.
// If it is true, it triggers relationshipStatus = "Ally";

// if player.HurtCharacter is called with "Farmer Giles"
// The code checks a boolean variable: didPlayerStealGilesLivestock.
// If it is true, it triggers relationshipStatus = "Enemy";

// In DialogueData Scriptable Object
public class DialogueData : ScriptableObject {
    public string enemyDialogue;
    public string allyDialogue;
    public string neutralDialogue;

    public string GetLine(string relationshipStatus) {
        switch (relationshipStatus) {
            case "Enemy":
                return enemyDialogue; // Return the enemy dialogue
            case "Ally":
                return allyDialogue;   // Return the ally dialogue
            default:
                return neutralDialogue; // Return the neutral dialogue
        }
    }
}

Strafekit’s asset marketplace provides a wide array of audio-sfx and audio-music to enhance character reactions and environmental storytelling. For example, a specific sound effect could be used to accompany a character slamming a door.

Prioritize impactful reactions to key player choices. If the player makes a significant decision, ensure the characters in the world react accordingly. This reinforces player agency and makes the world feel more alive.

The Power of Player Agency

Player agency is key to creating believable character interactions. The more the player’s actions have consequences, the more immersive the game becomes. Connect character reactions to these actions to heighten immersion.

Imagine the player steals from a merchant. Instead of just a simple “guards attack” response, consider a cascading effect:

  • The merchant gossips about the player, increasing suspicion in town.
  • Guards become more vigilant when the player is nearby.
  • Other merchants might refuse to trade with the player.

Alternatively, if the player helps a farmer with their crops:

  • The farmer might offer them a discount at their stall.
  • The farmer might share valuable information about a nearby quest.
  • Other villagers might view the player more favorably.

This creates a sense of a living, breathing world where actions have consequences.

A lonely figure standing in a deserted marketplace, implying consequences for their actions.

Environmental Storytelling and Character Behaviors

Character interactions aren’t limited to dialogue. Environmental details and character behaviors can also convey information and reactions.

Instead of a character explicitly stating their anger, consider:

  • A character turning their back in apparent anger, signaling distrust without a single spoken word. A character turning their back in apparent anger

  • The character dramatically slamming a door closed in response to the player’s actions. A character dramatically slamming a door closed

  • A character who distrusts the player might have their back to them more often, avoid eye contact, or position themselves near an exit.

  • A reclusive character might live deep in the forest, with the sounds of nature, like those found in Sounds of the Forest (66 unique nature foley sounds), emphasizing their isolation. They may live in a Wooden Cabin – Forest Cottage, Low-Impact Structure for Environments, Rustic Lodge.

  • A room filled with evidence of a character’s personality (e.g., books, tools, trophies).

  • A character looking thoughtfully to the side. An expressive portrait of a character looking thoughtfully to the side

These subtle cues, combined with the techniques described above, contribute to the illusion of intelligent characters and a responsive game world. Strafekit’s marketplace provides a wide array of 3d-assets which could improve environmental storytelling.

Iterative Design and Playtesting

Playtesting is crucial. It helps identify areas where the illusion of AI breaks down. Refine your scripts and behaviors based on player feedback. Focus on improving a small number of key interactions rather than trying to make every character a genius.

Ask playtesters questions like:

  • Did the characters’ reactions feel appropriate for the situation?
  • Did you feel like your choices had a meaningful impact on the world?
  • Were there any moments where a character’s behavior felt out of character?

Use this feedback to iterate and improve your character interactions.

Case Study: Stardew Valley’s Simple Charm

Stardew Valley offers a great example of emergent character interaction achieved through relatively simple systems. The game tracks friendship levels with each villager using a numerical variable. As the player interacts with villagers through gifting, conversation, and completing quests, the friendship level increases or decreases. This, in turn, unlocks new dialogue options and heart events (special scenes triggered at specific friendship levels). For example, reaching a certain friendship level with Abigail might trigger a cutscene where she confides in the player about her interest in the occult, leading to a quest to find rare artifacts. The game limits the number of dialogue choices presented to the player, usually to three or fewer. This prevents decision paralysis and allows the developers to focus on making each choice feel impactful.

For example, imagine the player consistently ignores Abigail. Her friendshipLevel variable drops. When the player attempts to speak to her, the game checks the variable: “if friendshipLevel < 2, display '…’” - an extremely curt response that signals her displeasure. Alternatively, if the player gives Abigail her favorite amethyst, triggering the Sugar Rush / Cute Cartoon track to signify her happiness. When the player speaks to her again, the check is “if friendshipLevel >= 5, then display 'Welcome back, friend!’” Stardew Valley limits the player to three or fewer dialogue choices to maximize the impact of each, and to limit the amount of content the developers must generate.

But it’s not just about the dialogue! Take a look at Marnie’s ranch. It looks like a working ranch, with hay bales and animal pens scattered around, reinforcing her role as a caregiver. As your friendship with her increases, she might send you gifts of food or resources, items that visually represent her profession. Emily’s house is filled with colorful fabrics and crafting supplies, reflecting her artistic personality. Her dialogue options often revolve around her latest creations, making the environmental cues and dialogue consistent. While the environment doesn’t directly change based on the player’s relationship with characters, the consistency between the environment and the character’s actions/dialogue adds depth.

Without complex AI, the game effectively creates a sense of a living world where player actions matter. The key is to focus on a few core interactions and make them feel meaningful. Nextframe’s tools, such as Blueprint, could assist in planning and designing compelling dialogue choices.

Conclusion

Creating believable character interactions doesn’t require complex AI programming. By using simplified scripting techniques, variables, player agency, and environmental storytelling, you can create the illusion of intelligence and make your game world feel alive. To create that illusion, the careful selection of assets can make all the difference:

  • Use Low Poly Trees to quickly build detailed environments that support environmental storytelling and character reactions.
  • If you want to quickly prototype a town, use Thera - Modular Cycladic Greece Town Kit to help create different districts. This article establishes the AI Illusion content pillar, emphasizing believable experiences without complex AI. Stuck on where to start? Ask Nextframe’s Copilot for suggestions on data structures and scripting techniques. Start experimenting with these techniques in your next project and see how you can create the illusion of believable character interactions without complex AI. Share your results and tips with the Wayline community!