Difference between revisions of "Role Fulfillment"

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(Using the pattern)
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[[Category:Aesthetic Patterns]]
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[[Category:Goal Patterns]]
 
[[Category:Subjective Patterns]]
 
[[Category:Subjective Patterns]]
 
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[[Category:Needs work]]
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== Using the pattern ==
 
== Using the pattern ==
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Giving players roles to try to fulfill rather obviously requires that there exists roles. This naturally suggested the use of [[Characters]] to create [[Role Fulfillment]] and this can further be expanded upon through the use of [[Character Defining Actions]] and [[Player-Created Characters]]. Generally, providing players with different types of [[Freedom of Choice]] for [[Characters]] let them select or create the roles to fulfill, which may both make it easier for them to succeed with this and may make the experience of succeeding more pleasurable; [[Initial Personalization]] is the most likely the most efficient way of doing this but can be used together with many other ways of giving players [[Freedom of Choice]].
  
Giving players  
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However, there are many other roles possible in games that that of [[Characters]] (in fact, being a player can be seen as a role but this is outside a stance looking at specific types of gameplay). [[Enactment]] and [[Roleplaying]] require players to behave according to certain role descriptions, and while these may often be tied to [[Characters]] this is not always the case (it is for example debatable what specific [[Characters|Character]] a players is trying to be while performing during a song in any game in the [[Guitar Hero series|Guitar Hero]] or [[Rock Band series]]).
  
Providing players with different types of [[Freedom of Choice]] for [[Characters]] let them select or create the roles to fulfill, which may both make it easier for them to succeed with this and may make the experience of succeeding more pleasurable; [[Initial Personalization]] is the most likely the most efficient way of doing this but can be used together with many other ways of giving players [[Freedom of Choice]].
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Being [[Dedicated Game Facilitators]] is an example of a role that can be performed better or worse in a game instance while not being based on specific [[Characters]]; the more specific pattern of [[Game Masters]] also requires [[Enactment]] and [[Roleplaying]] of various [[NPCs]]. [[Storytelling]] well may be part of this (or part of being a good player in games such as [[Fiasco]] and [[Once Upon a Time]])
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Betrayal]],  
 
[[Betrayal]],  
[[Character Defining Actions]],
+
 
[[Characters]],
+
[[Dedicated Game Facilitators]],
+
[[Enactment]],
+
[[Game Masters]],
+
 
[[Game Mastery]],  
 
[[Game Mastery]],  
 
[[Player Defined Goals]],  
 
[[Player Defined Goals]],  
[[Player-Created Characters]],
 
 
[[Role Selection]],  
 
[[Role Selection]],  
[[Roleplaying]],
 
 
[[Selectable Functional Roles]],  
 
[[Selectable Functional Roles]],  
[[Storytelling]],  
+
,  
 
[[Traitors]]  
 
[[Traitors]]  
  

Revision as of 07:39, 6 September 2014

The fulfillment experienced when being good at your assigned or implicit role in a group, or the frustration experienced when you have fulfilled your role, but the group still fails

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Giving players roles to try to fulfill rather obviously requires that there exists roles. This naturally suggested the use of Characters to create Role Fulfillment and this can further be expanded upon through the use of Character Defining Actions and Player-Created Characters. Generally, providing players with different types of Freedom of Choice for Characters let them select or create the roles to fulfill, which may both make it easier for them to succeed with this and may make the experience of succeeding more pleasurable; Initial Personalization is the most likely the most efficient way of doing this but can be used together with many other ways of giving players Freedom of Choice.

However, there are many other roles possible in games that that of Characters (in fact, being a player can be seen as a role but this is outside a stance looking at specific types of gameplay). Enactment and Roleplaying require players to behave according to certain role descriptions, and while these may often be tied to Characters this is not always the case (it is for example debatable what specific Character a players is trying to be while performing during a song in any game in the Guitar Hero or Rock Band series).

Being Dedicated Game Facilitators is an example of a role that can be performed better or worse in a game instance while not being based on specific Characters; the more specific pattern of Game Masters also requires Enactment and Roleplaying of various NPCs. Storytelling well may be part of this (or part of being a good player in games such as Fiasco and Once Upon a Time)

Can Be Instantiated By

Betrayal,

Game Mastery, Player Defined Goals, Role Selection, Selectable Functional Roles, , Traitors

Can Be Modulated By

Asymmetric Roles, Warming-Up Roleplay Exercises

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Both Diegetic and Thematic Consistency have bi-directional relations to Role Fulfillment in that part of the requirements on roles taken on can be maintain these consistencies while the roles can also partly be defined by these consistences.

Relations

Can Instantiate

Diegetic Consistency, Thematic Consistency

Can Modulate

-

Can Be Instantiated By

Betrayal, Character Defining Actions, Characters, Dedicated Game Facilitators, Diegetic Consistency, Enactment, Game Masters, Game Mastery, Initial Personalization Player Defined Goals, Player-Created Characters, Role Selection, Roleplaying, Selectable Functional Roles, Storytelling, Thematic Consistency, Traitors

Can Be Modulated By

Asymmetric Roles, Warming-Up Roleplay Exercises

Freedom of Choice together with Characters

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-