REAL-human village LIVE is a travel documentary-style live broadcasting that explores the playful side of villagers’ daily lives and reveals their inner world. As a foreign visitor, the host of the show communicates with the villagers through a unique translator, also helps them resist the enemies at night.
Non-player characters ( villagers) are often enslaved in Minecraft. In the early stage of the game, players always force villagers to engage in agricultural activities and steal villagers’ property to accumulate their survival necessities. People care less about their moral items due to the weak link between guilt and consequence in-game. Just as industrial robots are servants of capitalists, NPCs in Minecraft, who have a new language system, are also representing the game world mechanism. The inhuman attributes of villagers increase the maliciousness of players towards them.
By humanizing NPCs’ behaviors to call for emotional tinnitus, this project hopes to arouse people’s sense of guilt and explore the game world-building process’s various possibilities driven by this emotion.
Minecraft is a sandbox survival game that is also a place for people to construct their own worlds. Trough the exploitation of natural resources, slaughtering indigenous creatures and npcs, players survive and enjoy the game by seeing the colonialism as the way for engagement. But Minecraft normalizes this theme, How the game trivializes the colonialist theme by rationalizing the exploition and othering figures of indigenous npcs? How to reveal this fact?
[Intervention: Reveal the dehumanlized behaviors]
Digitalizing: people treat villagers like raw materials and take it as granted, players can quickly accumulate materials by stealing villagers’ property. Given that the game is in a high degree of freedom, people care less about their actions in moral items due to the weak link between culpability and consequence
2. Celebrations of death
In the game, people depersonalize NPCs and even celebrate their deaths for the fun of it. By amplifying this behavior of players, it can make them significantly aware of the possible irrationality of this behavior.
[Design: for humanizing NPCs]
(1)Real-time translator: Even they talk in a foreign language,they can still be understood
(2)NPCs have different jobs
(3)Show different emotions in differnt situations: be afraid of Zombies and run away from attackers
(4)Daily lives: they sleep and communicate with each other
(5)They can trade with players