1. Introduction
The trajectory of technological evolution shows that modern NPCs have crossed traditional functional boundaries and become key elements in the functioning of the virtual world. In early games, NPCs only served as information transfer functions or scene decoration, while in contemporary VR games, intelligent characters can dynamically adjust the narrative rhythm based on the trajectory of the player’s behavior. This change allows the game world to grow organically, for example in an open setting where NPCs spontaneously form new networks of quest clues based on the player’s exploration path. A hybrid methodology was used to deconstruct the interaction mechanism: eye tracking technology was used to capture the distribution of players’ attention, and action logs were combined to analyze the evolution of decision patterns. The intelligent NPC system has a unique advantage in narrative games, and its multi-threaded dialogue architecture more than triples the number of branch choices at key story points. In political simulation scenarios, character alignments are dynamically rearranged based on the player’s political preferences, effectively breaking the linear narrative framework. The technical bottleneck analysis shows that the current system still has optimization space in cross-platform data synchronization and affective computing accuracy. The experimental solution validates the potential of distributed learning architectures to reduce interaction latency, which lays the foundation for building a truly adaptive virtual ecosystem. Future research will focus on multimodal perceptual fusion and strive to realize the cooperative analysis capability of NPC for voice commands and microexpressions.
2. Literature Review
2.1. Character-Driven Storytelling in Gaming
The core of good game design has always been character-centered narrative construction. The evolution of narrative strategy in video games shows that improving character complexity and integrating narrative elements are redrawing the boundaries of the interactive entertainment experience. Modern works break the traditional linear narrative framework by giving characters emotional layers and psychological motivations. For example, in open world design, the background stories of secondary characters are gradually unlocked as players' exploration progresses, making the plot unfolding more immersive [2]. The technological innovation of the narrative mechanism has transformed virtual characters from background elements to active participants in the development of the story, and players can go from spectators to co-constructors of the story through deep interaction with the characters.
2.2. The Role of NPCs in Game Design
In the early days of video games, non-player characters performed basic functions such as messaging or scene blocking. With the advancement of intelligent algorithms and interaction design, static characters have evolved into complex beings with dynamic response capabilities. Figure 1 visually shows how the intelligent system can adjust the dialogue content and behavior patterns of NPCs in real time based on the player’s behavior trajectory and environmental variables. Current state-of-the-art designs allow the character to generate natural responses depending on the situation, for example, after the player repeatedly chooses the violent dialogue, the merchant character will increase the price of the product to show vigilance [3]. The detailed background and personality parameters of each NPC not only enrich the construction of the worldview, but also influence the player’s strategic choices through feedback mechanisms. This deep integration of narrative and interaction marks the transition of non-player characters from functional blocks to key components of a story engine.
Figure 1. Key Ways AI Enhances Game Development(Source:goodtal.com)
2.3. Player Agency and Immersion in VR
Immersive experiences are based on the influence of the player in decision-making, a feature that is particularly important in virtual reality environments. VR technology seamlessly integrates player behavior into the virtual world through motion capture and spatial audio, such as subtle changes in player gestures that trigger different emotional responses from NPCs. Expanded decision rights allow users to explore multiple story paths, such as in moral dilemma scenarios, where player silence can be interpreted by the system as a default choice, triggering a chain story [4]. Real-time environmental feedback reinforces player presence, making each interaction an opportunity to shape a unique narrative experience. Dynamic NPC systems turn player choice into the driving force of story development through the continuous evolution of behavioral patterns, and this two-way interaction mechanism redefines the possible boundaries of virtual storytelling [5].
3. Experimental Methods
3.1. Game Selection Criteria
This study selects three representative cases of virtual reality games, corresponding to the three stages of the evolution of non-player character technology. The selection criteria focus on the degree of innovation of the character interaction mechanism, the level of complexity of the narrative structure, and the technical realization of the player’s decision influence [6]. The selected cases cover different genres such as role-playing game and survival adventure, and aim to systematically analyze how intelligent NPC systems affect the narrative experience through differentiated design paths.
3.2. Data Collection Methods
The study adopted a mixed methodology for data collection: qualitative research analyzed players’ emotional feedback through in-depth interviews, while quantitative analysis relied on game behavior logs. In the laboratory, the researchers observed real-time interaction patterns between players and NPCs, recording the path and time spent on key decision nodes. The interview content focuses on subjective dimensions of experience such as the credibility of character behavior and narrative autonomy, such as how players interpret changes in NPCs’ micro-expressions to imply the direction of the plot [7]. The game log objectively recorded the interaction frequency, the trigger rate of side tasks, and other behavioral indicators, and constructed a multidimensional analysis matrix.
3.3. Evaluation Metrics
Emotional empathy, which measures the player’s empathy for the character’s fate; Narrative satisfaction, which measures the logical coherence of the story development; And decision freedom, which quantifies the player’s actual influence on the direction of the story. By cross-referencing the interview texts and behavioral data, the research team constructed a dynamic evaluation model. For example, in the moral dilemma scenario, the system tracks the correlation between the player’s chosen moment of hesitation and the final decision, and compares the motivation statements in the post-interview [8]. This dual-path verification mechanism effectively identifies the technical breakthrough point of the intelligent PNN system in improving narrative immersion, and provides an empirical basis for further research and development.
4. Experiment Process
4.1. Problem Definition
The research team explained the research objectives in detail to the participants before the formal experiment, and guided them to familiarize themselves with the operating interfaces and basic mechanics of the three VR games. The pre-experimental training phase included 1.5 hours of situational simulation, focusing on analyzing the interaction logic and narrative structure of NPCs in each game scene. As shown in Table 1 [9], the average age of the 20 subjects was 27 years old, and all of them had the basic operational knowledge of VR equipment, and 6 of them had game development-related backgrounds. The training covered the impact of NPC behavior feedback mechanisms on decision paths, such as how a change in the position of NPCs in a moral dilemma scenario triggers different story branch. The researchers asked the subjects to record the mental activities of the main decision nodes through voice logs and standardized the writing format of the feedback reports.
Table 1. Participant Demographics and VR Experience
Participant Count | Average Age | Average VR Experience (Years) |
20 | 27 | 3 |
4.2. Gameplay Sessions
The formal experiments were conducted in a standardized laboratory, where researchers observed players interacting with NPCs in real time through a multi-angle camera system. Each session is played twice, allowing players to switch between story branches to verify the impact of their choices. The test scenario is designed to evaluate the dynamic responsiveness of the system with multiple decision pressure points, such as handling urgent requests from NPCs within a limited time. The data acquisition system continuously records the player’s pupil focus area, limb movement amplitude, and other biological indicators, and synchronously tracks the feedback delay and the NPC behavior variation index. As shown in Table 2 [10], the average participation rate of the players in the central part of the narrative reaches 8.2 points (on a scale of 10), and the interaction frequency of the open dialogue scene is 2.3 times higher than that of the preset scene.
Table 2. Summary of Gameplay Session Metrics
Metric | Average Score (out of 10) |
Engagement Level | 8.2 |
Decision Complexity | 7.5 |
NPC Responsiveness | 8.7 |
4.3. Post-Experiment Interviews
At the end of the experiment, in-depth interviews were conducted and semi-structured questionnaires were used to guide players to review the key decision-making process. 78% of subjects were able to accurately recall details of a specific NPC’s conversation, such as how changes in the AI nurse’s microexpression influenced their choice of rescue order in a medical emergency scenario. Analysis of the interview texts shows that personalized feedback from intelligent NPCs makes 63% of players feel a “narrative co-creation” experience, especially in multi-ending scripts, players are more likely to try unconventional operations to test the limits of the system [11]. The research team reviewed interview transcripts and operation logs, and found that players' hesitation duration in highly autonomous scenarios was negatively correlated with story satisfaction, which provided empirical evidence for optimizing the design of interaction nodes.
5. Experiment Results
5.1. Impact of NPC Interactivity on Player Engagement
Experimental results show that NPCs that dynamically adjust their behavior based on the situation significantly increase player engagement. When NPCs provided emotional feedback about players’ personalities, subjects showed a greater willingness to explore the story. This real-time interaction gives the player the confidence that their decisions really affect the virtual world, creating a strong sense of narrative engagement. Data analysis shows that in the intelligent NPC scenario, players’ single-game duration is significantly extended, and their attention to the fate of the characters is significantly increased [12].
5.2. Influence of NPCs on Decision-Making and Agency
Research has shown that dynamic NPC systems effectively expand the influence of player decision-making. Faced with characters with real-time response capability, the frequency of subjects trying different plot paths significantly increased, and they independently created alienated story endings. Players shape a unique narrative through the choice of key nodes, and this co-creation experience gives participants a stronger sense of control over their comments. The instantaneous adaptation mechanism of intelligent NPCs to players’ behavior significantly increases the psychological weight of decision-making behavior, and the satisfaction of key decisions continues to increase.
5.3. Comparison Across Different Game Types
Comparative analysis of games reveals a clear trend: games with intelligent NPC systems significantly increase players’ narrative ownership. When confronted with a stylized NPC response, most subjects reported feeling stripped of the story. As shown in Table 3, dynamic NPCs scored 8.6 points in the narrative satisfaction dimension, which is much higher than the 6.9 points of static NPCs, which verified the key role of the role evolution mechanism in constructing the virtual ecology of emotional resonance.
Table 3. Summary of Experiment Results by Game Type
Game Type | Narrative Satisfaction (Score out of 10) | Player Agency (Score out of 10) | Engagement Level (Score out of 10) |
Dynamic NPC Games | 8.6 | 8.3 | 8.8 |
Static NPC Games | 6.9 | 6.5 | 7.2 |
6. Conclusion
Research shows that interactive innovations in intelligent NPCs are reshaping the paradigm for how immersive VR gaming experiences are built. Data analysis confirms that, compared to traditional static characters, context-aware NPC systems significantly improve player engagement and narrative control. Participants who interacted with dynamic characters generally reported stronger emotional connections, 2.3 times more exploratory manipulations, and a median duration per experience 47% longer than controls. Qualitative interviews revealed that 78% of players believe that the character’s behavioral evolution mechanism is the core element of narrative resonance, a technical feature that deeply connects the trajectory of the virtual character’s fate to the player’s decisions. Technological evolution trends indicate that intelligent NPC systems are becoming a critical element in building the next generation of immersive narratives. Developers should focus on optimizing real-time feedback mechanisms for character behavior, especially balancing predefined scripts with dynamic generation in multithreaded narrative scenarios. Future research should extend to cross-platform adaptation testing to explore the potential of distributed computing architectures to reduce interaction latency. The evaluation model established in this study provides methodological support for the iterative optimization of VR narrative systems, and its technical approach has been validated in the research and development of several independent game studios.
References
[1]. Triyono, M. B., Rafiq, A. A., Hariyanto, D., Adinda, D., & Denami, M. (2024). In-World NPC: Analysing Artificial Intelligence Precision in Virtual Reality Settings. International Journal of Online & Biomedical Engineering, 20(15).
[2]. Ho, J. C., & Ng, R. (2022). Perspective-taking of non-player characters in prosocial virtual reality games: Effects on closeness, empathy, and game immersion. Behaviour & Information Technology, 41(6), 1185-1198.
[3]. Song, Y., Wu, K., & Ding, J. (2024). Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies–“LearningverseVR”. Computers & Education: X Reality, 4, 100069.
[4]. Dobre, G. C., Gillies, M., & Pan, X. (2022). Immersive machine learning for social attitude detection in virtual reality narrative games. Virtual Reality, 26(4), 1519-1538.
[5]. Tonini, L. (2024). “Talk to me, Hal”: A Study of Player Experience and Interaction in a Voice Interaction VR Game Featuring AI-driven Non-player Characters (Master's thesis, University of Twente).
[6]. Maldonado, C., Gutierrez, F. J., & Fajnzylber, V. (2022, June). Implicit interaction mechanisms in VR-controlled interactive visual novels. In C. Stephanidis, M. Antona, & S. Ntoa (Eds.), International Conference on Human-Computer Interaction (pp. 605-617). Springer International Publishing.
[7]. Deusdado, L. D., & Antunes, A. F. (2023). Virtual reality haptic device for mental illness treatment. Procedia Computer Science, 219, 1112-1119.
[8]. Abril, T., Oliveira, J., & Gamito, P. (2023). Construction and effect of relationships with agents in a virtual reality environment. Virtual Reality, 27(4), 3665-3678.
[9]. Subandi, S., Syahidi, A. A., Zakiah, S., Kiyokawa, K., Riyadi, A., & Noor, M. H. (2022, November). Sasirangan Cloth Recognition and Shopping Experience Simulation Based on Virtual Reality Game with Non-Player Character Integration. In 2022 8th International HCI and UX Conference in Indonesia (CHIuXiD) (Vol. 1, pp. 53-58). IEEE.
[10]. Korkiakoski, M., Sheikhi, S., Tapio, K., Nyman, J., Saariniemi, J., & Kostakos, P. (2024). An empirical evaluation of AI-powered non-player characters' perceived realism and performance in virtual reality environments. SSRN. https://doi.org/10.2139/ssrn.5148461
[11]. Surer, E., Erkayaoğlu, M., Öztürk, Z. N., Yücel, F., Bıyık, E. A., Altan, B., ... & Düzgün, H. Ş. (2021). Developing a scenario-based video game generation framework for computer and virtual reality environments: A comparative usability study. Journal on multimodal user interfaces, 15(4), 393-411.
[12]. Nagarkar, S. B. (2024). Improving realism and interactivity in games: a study of AI-integrated non player characters (NPCs) (Master's thesis, Universitat Politècnica de Catalunya).
Cite this article
Ou,H. (2025). Character-driven storytelling in VR: the evolution of NPC interaction and player agency in immersive games. Advances in Humanities Research,12(1),30-34.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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References
[1]. Triyono, M. B., Rafiq, A. A., Hariyanto, D., Adinda, D., & Denami, M. (2024). In-World NPC: Analysing Artificial Intelligence Precision in Virtual Reality Settings. International Journal of Online & Biomedical Engineering, 20(15).
[2]. Ho, J. C., & Ng, R. (2022). Perspective-taking of non-player characters in prosocial virtual reality games: Effects on closeness, empathy, and game immersion. Behaviour & Information Technology, 41(6), 1185-1198.
[3]. Song, Y., Wu, K., & Ding, J. (2024). Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies–“LearningverseVR”. Computers & Education: X Reality, 4, 100069.
[4]. Dobre, G. C., Gillies, M., & Pan, X. (2022). Immersive machine learning for social attitude detection in virtual reality narrative games. Virtual Reality, 26(4), 1519-1538.
[5]. Tonini, L. (2024). “Talk to me, Hal”: A Study of Player Experience and Interaction in a Voice Interaction VR Game Featuring AI-driven Non-player Characters (Master's thesis, University of Twente).
[6]. Maldonado, C., Gutierrez, F. J., & Fajnzylber, V. (2022, June). Implicit interaction mechanisms in VR-controlled interactive visual novels. In C. Stephanidis, M. Antona, & S. Ntoa (Eds.), International Conference on Human-Computer Interaction (pp. 605-617). Springer International Publishing.
[7]. Deusdado, L. D., & Antunes, A. F. (2023). Virtual reality haptic device for mental illness treatment. Procedia Computer Science, 219, 1112-1119.
[8]. Abril, T., Oliveira, J., & Gamito, P. (2023). Construction and effect of relationships with agents in a virtual reality environment. Virtual Reality, 27(4), 3665-3678.
[9]. Subandi, S., Syahidi, A. A., Zakiah, S., Kiyokawa, K., Riyadi, A., & Noor, M. H. (2022, November). Sasirangan Cloth Recognition and Shopping Experience Simulation Based on Virtual Reality Game with Non-Player Character Integration. In 2022 8th International HCI and UX Conference in Indonesia (CHIuXiD) (Vol. 1, pp. 53-58). IEEE.
[10]. Korkiakoski, M., Sheikhi, S., Tapio, K., Nyman, J., Saariniemi, J., & Kostakos, P. (2024). An empirical evaluation of AI-powered non-player characters' perceived realism and performance in virtual reality environments. SSRN. https://doi.org/10.2139/ssrn.5148461
[11]. Surer, E., Erkayaoğlu, M., Öztürk, Z. N., Yücel, F., Bıyık, E. A., Altan, B., ... & Düzgün, H. Ş. (2021). Developing a scenario-based video game generation framework for computer and virtual reality environments: A comparative usability study. Journal on multimodal user interfaces, 15(4), 393-411.
[12]. Nagarkar, S. B. (2024). Improving realism and interactivity in games: a study of AI-integrated non player characters (NPCs) (Master's thesis, Universitat Politècnica de Catalunya).