Difference between revisions of "Actions Have Diegetically Social Consequences"
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Perceived actions influence how a non-player character will act toward the acting character. Different types of actions have different consequences: stealing will trigger hostile behavior while doing a favor friendly behavior. | Perceived actions influence how a non-player character will act toward the acting character. Different types of actions have different consequences: stealing will trigger hostile behavior while doing a favor friendly behavior. | ||
− | + | === Examples === | |
− | + | == Using the pattern == | |
+ | A prerequisite for [[Actions Have Diegetically Social Consequences]] is that there are [[Social Norms]] defined for the [[Game Worlds|Game World]]. Acting against the [[Social Norm]] of a [[Faction]] or a [[NPCs|NPC]] is associated with negative behavior and should relate to a suitable [[Emotional Attachment]]. Acting against a [[Social Norm]] of a [[Faction]] may trigger positive social consequences in the members of another Faction. For example, breaking a [[Social Norm]] (stealing) of a [[Faction]] might be required in order to become a member of a [[Faction]] (thief guild). | ||
+ | |||
+ | Internal Conflict, | ||
+ | Social | ||
+ | Maintenance | ||
Modulated by: Player-Des igned Character | Modulated by: Player-Des igned Character | ||
− | + | [[Character Defining Actions]] | |
− | == | + | === Diegetic Aspects === |
− | + | Living up to or breaking [[Social Norms]] should also be presented diegetically in the reaction of [[NPCs]] in order for [[Diegetic Consistency]] to be maintained when this pattern is used. | |
== Consequences == | == Consequences == | ||
− | [[Actions Have Diegetically Social Consequences]] creates a dynamic between the PC and [[NPCs]] and can introduce new conflicts or potential threats to the goals. In addition, [[Actions Have Social Consequences]] contributes towards the believability of NPCs. | + | [[Actions Have Diegetically Social Consequences]] creates a dynamic between the PC and [[NPCs]] and can introduce new conflicts or potential threats to the goals. In addition, [[Actions Have Social Consequences]] contributes towards the believability of [[NPCs]]. |
+ | |||
+ | This pattern can provide [[Diegetic Consistency]] when some actions are depicted as being socially unacceptable but still possible to perform. | ||
== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Factions]], [[NPCs]] | ||
+ | [[Character Defining Actions]] | ||
+ | [[Internal Conflict]] | ||
+ | [[Social Maintenance]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Player-Designed Characters]] | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 10:10, 27 May 2010
An action by a character influences on how other characters perceive and how they interact with the acting character.
Perceived actions influence how a non-player character will act toward the acting character. Different types of actions have different consequences: stealing will trigger hostile behavior while doing a favor friendly behavior.
Contents
Examples
Using the pattern
A prerequisite for Actions Have Diegetically Social Consequences is that there are Social Norms defined for the Game World. Acting against the Social Norm of a Faction or a NPC is associated with negative behavior and should relate to a suitable Emotional Attachment. Acting against a Social Norm of a Faction may trigger positive social consequences in the members of another Faction. For example, breaking a Social Norm (stealing) of a Faction might be required in order to become a member of a Faction (thief guild).
Internal Conflict, Social Maintenance Modulated by: Player-Des igned Character
Diegetic Aspects
Living up to or breaking Social Norms should also be presented diegetically in the reaction of NPCs in order for Diegetic Consistency to be maintained when this pattern is used.
Consequences
Actions Have Diegetically Social Consequences creates a dynamic between the PC and NPCs and can introduce new conflicts or potential threats to the goals. In addition, Actions Have Social Consequences contributes towards the believability of NPCs.
This pattern can provide Diegetic Consistency when some actions are depicted as being socially unacceptable but still possible to perform.
Relations
Can Instantiate
Can Modulate
Factions, NPCs Character Defining Actions Internal Conflict Social Maintenance
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Actions Have Social Consequences, first introduced by Lankoski & Björk[1] and then expanded in Lankoski 2010[2].
References
- ↑ Lankoski & Björk (2007). Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.
- ↑ Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. PhD thesis at Aalto University. Publication Series of the School of Art and Design A 101.