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DiGRA
The paper examines how the animal and horse systems in Breath of the Wild foster player attachment to non-human artificial agents.
This extended abstract, presented at DiGRA 2018 by Frederic Seraphine of the University of Tokyo, examines how the animal and horse systems in Breath of the Wild (Nintendo, 2017) foster player attachment to non-human artificial agents. The central argument is that variable, identifiable behaviors encourage bonding, while generic and repetitive mechanics strip animals of their subjectivity and expose the game's artificiality. The paper frames the horse-taming system as an attempt to balance free-play and emergent storytelling against its practical role as a transportation method, a balance that is weakened by comparison with the game's other travel options.
The analysis draws on a semiotic reading of player interactions with wildlife and horses, supported by a ludic-literature review of bonding mechanics in games such as The Last Guardian, Tamagotchi, The Sims 4: Cats and Dogs, Nintendogs + Cats, and Pokémon Sun and Moon. The paper argues that imperfections in horse behavior, such as delayed readiness for riding and unpredictable control responsiveness, give the animal a sense of personality, whereas a fully trained horse risks becoming impersonal. It also examines naming and accessory customization as appropriation mechanics that support projected personality and emergent narrative, using the comparison with dogs, which can be bonded with but lack such systems.
A further strand addresses uncanniness and the distinction between huntable animals and potential companions. The paper contends that this visible separation, though ergonomically useful, blurs immersion and reveals the game's structure. Drawing on Caillois's concept of paidia, it proposes design principles for artificial agents whose conduct invites affective, free-form play. The conclusion holds that emotional attachment provides the mental anchors through which players construct their own stories, positioning loveable artificial agents as a route to richer gameplay-driven narrative.
DiGRA · 2020