Difference between revisions of "Emotional Attachment"
From gdp3
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
− | ''The ability of agents to have noticeable emotional relations to diegetic phenomena in | + | ''The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.'' |
=== Examples === | === Examples === |
Revision as of 09:09, 7 May 2010
The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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.