Avatars can be used as virtual embodiments of embodied agents, which are driven more or less by artificial intelligence rather than real people. Automated online assistants are examples of avatars used in this way.
In 1996 Microsoft Comic Chat, an IRC client that used cartoon avatars for chatting, was released.
The use of the term avatar for the on-screen representation of the user was coined in 1985 by Chip Morningstar and Joseph Romero in designing LucasFilm's online role-playing game Habitat. The computer game Ultima IV: Quest of the Avatar was released in 1985, but does not use the word in this sense, only in its original religious sense; the player's in-game final objective is to become an "Avatar". Later games in the Ultima series use the term in the same sense as Habitat and introduce Habitat-style customization of avatars. Another early use of the term was in the pen and paper role-playing game Shadowrun (1989).
Avatars in video games are essentially the player's physical representation in the game world. In most games, the player's representation is fixed, however increasingly games offer a basic character model, or template, and then allow customization of the physical features as the player sees fit. For example, Carl Johnson, the avatar from Grand Theft Auto: San Andreas, can be dressed in a wide range of clothing, can be given tattoos and haircuts, and can even body build or become obese depending upon player actions.
You stand in a throng of multifleshed being, mind avatared in all its matter, on a broad avenue winding through a city of blue trees with bright red foliage and living buildings growing from the soil in a multitude of forms.
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