In the 1987 Nintendo game “Zelda II: The Adventure of Link,” there is a village you can visit and a home you can enter and a man in a purple shirt you can speak with. But the only thing he says is “I am Error.” I was unexpectedly delighted by this dialogue when I first encountered it on a Gamecube emulator in 2009 (I’m not that old). It felt both meta and existential, or just an amusing bug. It turned out that Error was actually the character’s name, a sort of in-joke slash translation mistake that has since become a meme akin to “Your princess is in another castle” or “It’s dangerous to go alone! Take this” from the original “Legend of Zelda.”
Error is a non-player character (NPC), meaning one that the player can’t control but is usually more than just video game wallpaper. Nearly 40 years later, NPCs have come a long way, with increasingly complex behaviors and conversational dialogue that span far more than just three words. The upcoming game “Grand Theft Auto VI” is rumored to feature unprecedented complex NPCs with rich, fleshed-out personalities and backstories, while video game companies explore using artificial intelligence to let players train NPCs as they interact.