Difference between revisions of "Emotional Attachment"
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This pattern is a still a stub. | This pattern is a still a stub. | ||
− | Note: ''The pattern | + | Note: ''The pattern related to players being emotionally attached to the game is named [[Emotional Engrossment]].'' |
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
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Note that the nature of this patterns different greatly if the [[Agents]] considered are humans or [[AI Players]]. | Note that the nature of this patterns different greatly if the [[Agents]] considered are humans or [[AI Players]]. | ||
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=== Interface Aspects === | === Interface Aspects === | ||
+ | While it is [[Agents]] that have reactions which show [[Emotional Attachment]], this may need to be expressed diegetically. Equipping [[Avatars]] with visual [[Emotes]] provides one way of doing this. | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Actions Have Diegetically Social Consequences]] | [[Actions Have Diegetically Social Consequences]] | ||
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+ | [[Avatars]] together with [[Emotes]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 18:58, 13 July 2014
The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.
This pattern is a still a stub.
Note: The pattern related to players being emotionally attached to the game is named Emotional Engrossment.
Contents
Examples
Using the pattern
Note that the nature of this patterns different greatly if the Agents considered are humans or AI Players.
Diegetic Aspects
Interface Aspects
While it is Agents that have reactions which show Emotional Attachment, this may need to be expressed diegetically. Equipping Avatars with visual Emotes provides one way of doing this.
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Agents, AI Players, Algorithmic Agents
Can Be Instantiated By
Actions Have Diegetically Social Consequences
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.