Difference between revisions of "Internal Rivalry"
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− | Being | + | [[Category:Patterns]] |
− | + | [[Category:Needs work]] | |
− | + | [[Category:Needs revision]] | |
− | + | [[Category:Needs examples]] | |
− | by the norms of the social network. | + | [[Category:Needs references]] |
− | Using the | + | [[Category:Character Patterns]] |
− | an Outcast or rewards. | + | [[Category:Staffan's current workpage]] |
− | Consequences | + | ''Being a player or character within one's same social network as an enemy or competitor.'' |
− | Relations | + | |
− | + | Internal Rivalry is a conflict in which the progress of a conflict is regulated by the norms of the social network. | |
− | + | ||
− | + | === Examples === | |
− | + | ||
− | + | == Using the pattern == | |
+ | Typically the conflict is set up by the Predefined Goal (Björk, Holopainen, 2005) of a PC that put the PC in opposition with the NPC and both the character are members of the same Faction. Different Social Norms can be used to regulate the progression of the conflict via Actions Have Social Consequences, penalties such as the risk of becoming an Outcast or rewards. | ||
+ | |||
+ | [[Factions]] | ||
+ | [[Information Passing]] | ||
+ | [[Internal Conflicts]] | ||
+ | |||
+ | === Diegetic Aspects === | ||
+ | |||
+ | === Interface Aspects === | ||
+ | |||
+ | === Narrative Aspects === | ||
+ | |||
+ | == Consequences == | ||
+ | In Internal Rivalry, the conflict is complicated as the player needs to take into account the social network of a Faction and its Social Norms. This can lead to Varied Gameplay (Björk, Holopainen, 2005), as the consequences of the Actions Have Social Consequences can vary depending on how the player tries to reach the goal and in what kind of circumstances. | ||
+ | |||
+ | == Relations == | ||
+ | === Can Instantiate === | ||
+ | |||
+ | === Can Modulate === | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | |||
+ | == History == | ||
+ | An updated version of the pattern ''Internal Rivalry'', first introduced in Lankoski 2010<ref name="Lankoski2010"/>. | ||
+ | |||
+ | == References == | ||
+ | <references> | ||
+ | <ref name="Lankoski2010">Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101.</ref> | ||
+ | </references> |
Revision as of 14:44, 7 September 2010
Being a player or character within one's same social network as an enemy or competitor.
Internal Rivalry is a conflict in which the progress of a conflict is regulated by the norms of the social network.
Contents
Examples
Using the pattern
Typically the conflict is set up by the Predefined Goal (Björk, Holopainen, 2005) of a PC that put the PC in opposition with the NPC and both the character are members of the same Faction. Different Social Norms can be used to regulate the progression of the conflict via Actions Have Social Consequences, penalties such as the risk of becoming an Outcast or rewards.
Factions Information Passing Internal Conflicts
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
In Internal Rivalry, the conflict is complicated as the player needs to take into account the social network of a Faction and its Social Norms. This can lead to Varied Gameplay (Björk, Holopainen, 2005), as the consequences of the Actions Have Social Consequences can vary depending on how the player tries to reach the goal and in what kind of circumstances.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Internal Rivalry, first introduced in Lankoski 2010[1].
References
- ↑ Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101.