Difference between revisions of "Roleplaying"

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[[Category:Narration Patterns]]
 
[[Category:Narration Patterns]]
 
[[Category:Stub]]
 
[[Category:Stub]]
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''Gameplay where players take on the goals and behaviors of fictional agents.''
  
Todo: rewrite so roleplaying nations in Europa Universalis fits.
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For a detailed analysis of early roleplaying habits, see the book <ref name="fine">Shared Fantasy</ref>.
  
 
=== Examples ===
 
=== Examples ===
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[[Storytelling System]]
 
[[Storytelling System]]
 
[[Mutant]]
 
[[Mutant]]
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[[Europa Universalis]]
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While in disguise, spies in [[Team Fortress Classic]] need to move as part of the other team in order to avoid detection. This forces the players to enact a type of roleplaying using only movement and facing (since they cannot shoot or talk to members in the enemy team).
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Character Defining Actions]]
 
[[Character Defining Actions]]
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An alternative way of achieving [[Roleplaying]] in games with [[Team Play]] is through the use of [[Betrayal]]. This since a player is [[Roleplaying]] when pretending to have other intentions than he or she in fact has. The same effect can be achieved through having [[Infiltrate]] goals (and can be said to work for [[Single-Player Games]]), as for example through the spy class in [[Team Fortress Classic]].
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[[Secret Goals]] in any [[Multiplayer Games|Multiplayer Game]] can serve a similar purpose but does not have to be as easily noticeable by other since players are not force to pretend to have any specific goals.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Betrayal]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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== History ==
 
== History ==
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork"/>.
  
 
== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="Bjork">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="Fine">Fine, G.A. (2002) Shared Fantasy - Role-Playing Games as Social Worlds.</ref>
 
</references>
 
</references>
  
 
== Acknowledgments ==
 
== Acknowledgments ==

Revision as of 07:25, 25 June 2010

Gameplay where players take on the goals and behaviors of fictional agents.


For a detailed analysis of early roleplaying habits, see the book [1].

Examples

Dungeons & Dragons GURPS Basic Roleplaying Storytelling System Mutant Europa Universalis


While in disguise, spies in Team Fortress Classic need to move as part of the other team in order to avoid detection. This forces the players to enact a type of roleplaying using only movement and facing (since they cannot shoot or talk to members in the enemy team).

Using the pattern

Enforced Agent Behavior

Character Defining Actions

An alternative way of achieving Roleplaying in games with Team Play is through the use of Betrayal. This since a player is Roleplaying when pretending to have other intentions than he or she in fact has. The same effect can be achieved through having Infiltrate goals (and can be said to work for Single-Player Games), as for example through the spy class in Team Fortress Classic.

Secret Goals in any Multiplayer Game can serve a similar purpose but does not have to be as easily noticeable by other since players are not force to pretend to have any specific goals.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Betrayal

Can Be Modulated By

Potentially Conflicting With

History

A rewrite of a pattern that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Shared Fantasy
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Cite error: <ref> tag with name "Fine" defined in <references> is not used in prior text.

Acknowledgments