Yes in the fail to AAA thread lol
To add to the conversation more, I have been trying to make system like that for 10 years, I should have learn programming sooner lol. But yeah one main problem is not so much simulating or generating personality but communicating them. And while people have mentioned animation, emote and all, something that is never thought off is “framing”. Framing is how you focus attention, in combat situation, the player tend to frame toward efficiency and optimality of actions, of course the player will miss peripheral action like grunt freaking out.
Game have been emulating personality by focusing on the direct interaction, in wind waker the orc in forsaken fortress have highly amusing animation, but we also have to avoid them so we are focus on them, they are amusing but also gameplay tell, when you first meet or defeat a boss you have a cinematic framing away from control to keep the focus. QTE is another way to specifically frame actions (when used correctly) by constraining action and view to the context.
Game like tokimeki memorial and princess maker have a prototype of a structure that I think could work correctly, especially once translated into procedural version, ie a “event system”, event is simply scene that are instantiate and have specific control relative to their mode, the basis of the game is heavily regulated by explicit spreadsheet, but this can be replaced with any system really, the thing is that the bulk of the action happen in these events. Events works because they have focused interaction and presentation and don’t allow concurrent thing to happen at the same time within the events.
It’s not new, in Jrpg when you walk in the map and there is battle that’s an event, when you enter a town, that’s another event, when you talk to a npc and enter dialog, that’s another event, they are nested and all focus on a single set of actions and presentation, they are the equivalent of shot in film. SO my main idea is to move from a continuous simulation type of game presentation to a formalization of events as narrative mode switch, ie the equivalent of editing in movie but conceptually (to move away from audiovisual framing). Which mean we also have soft events, like for example locking into an enemy that also change the type of action we can do, and the system make other enemy react to that by changing their behavior, see star fox adventure, that even bring some DOF to further frame tightly the battle…
And this is the bulk of it, displaying personality is a matter of rethinking how we compose game around communicating intents and actions. Some game are very close to this like mass effect, if you look at the 2 when you meet the black guy after waking up after the resurrection. You shift from navigation, to battle, to dialog within the battle (with stray bullet grazing around), to battle, to end of fight. The thing to notice is how the battle stop to let the dialog breath, pretty much like in movies, and that the button dedicate to moving is now repurpose to move the dialogue wheel, ie contextual action.
The only way to make the scene more dynamic would have been to introduce random interrupt after some quip (soft inserted event during the dialog mode) to reduce the feeling the artificiality of the suspended battle (something movie do, they insert shot, but dialog and action are still clearly distinct even during a battle). In Xenoblade you have interruption of battle to show future events too, that work as dramatisation through reframing the action, in final fantasy 15, when activating a friend skills, you get a cut away, in burn out you have a frame on the takedown while the engine replace your vehicle on the road during it. Some problem is when like in bethesda game, the simulation continue to un while you are in a mode, like when monsters attacking during a dialog, or the inverse, when they are seen standing around waiting for you to finish.
I think the solution is to think smart way to create event as “mode insert” during action to convey, they don’t have to be qte soft cinematics, they can be full fledge mini game that have their own context. I think the solution is to rethink game as a series of mode of focus, both in gameplay and interaction. And to rethink current mode (what would be a dialog system in which you can control non verbal cues like distance to npc, touching shoulder, etc …). Communicating personality is a just a part of a broader problem of gameplay and interaction framing.
That’s my take, it’s kind of going a bit broader in focus, but I think those thing are linked.