Quote:Original post by Wavinator
A question about anxiety versus fear: Is the distinction all that useful? If you see a monster, you know what you're afraid of. If you then fight it off it runs away to lurk somewhere in the building, do you still feel fear or do you now feel anxiety?
Well, the general idea is that if you can see it in your mind, it's probably fear. The distinction between fear and anxiety is not as vague as you'd think, but it's extremely difficult to put into words. It's one of those situations where you just know it, but you can't really describe it. I have a theory that all fear and anxiety ultimately boils down to an unconscious fear of mortality, and I've written an essay that's supports this (not for a degree, just a personal thing), but my thoughts are not entirely clear on the matter.
Regarding my comments on scripted behavior. . . I'd like to take back what I said, after reading something interesting. I should have thought of this before because I've played the Sims 1 & 2, games that attempt to emulate human behavior in a distilled, soap opera setting using a rules-based (non-scripted) system. Actually, you can read this article at Gamespot about the spiritual successor to System Shock 2 --- one of my all-time favorite games, by the way --- and how Irrational is attempting to emulate life using rules-based behavior.
http://www.gamespot.com/pc/action/bioshock/preview_6110044.htmlHuman behavior is difficult to emulate because humans respond to a wide variety of stimuli, including other humans, none of whom are even remotely predictable. This creates an extraordinarily complex web of responses that psychologists have been trying to justify for centuries. (I don't think a game developer is going to do it in two years, so we have to wing it.) I believe emergent behavior, which is the trademark of rules-based systems, may be the link toward making convincing NPC's. Sounds like your own design uses some of this.
Anyway, I just wanted to throw that out.