Difference between revisions of "Loyalty"

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[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
''The goal of upholding a diegetic agreement to a person, group, or cause.''
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''The goal of upholding a diegetic agreement to support a person, group, or cause.''
  
 
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The concept of being faithful to other people or abstract causes is often used to
[[Characters]]
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[[Factions]]
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[[Internal Conflicts]]
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=== Examples ===
 
=== Examples ===
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In [[Crusader Kings]], dukes and counts need to put their armies under the control of their king when war occurs to prove their loyalty, and failing to do so provides a reason for civil war.
 
In [[Crusader Kings]], dukes and counts need to put their armies under the control of their king when war occurs to prove their loyalty, and failing to do so provides a reason for civil war.
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In the [[Fallout series]], the characters that accompany the player may
  
 
== Using the pattern ==
 
== Using the pattern ==
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may require Social Maintenance and performing quests, which are Predefined
 
may require Social Maintenance and performing quests, which are Predefined
 
Goals. Loyalty include Preventing Goals (Björk, Holopainen, 2005) not to infringe the Social Norms of the Faction. Failure to comply the Social Norms leads to penalty such as declaring a character as an Outcast.
 
Goals. Loyalty include Preventing Goals (Björk, Holopainen, 2005) not to infringe the Social Norms of the Faction. Failure to comply the Social Norms leads to penalty such as declaring a character as an Outcast.
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One design choice regarding [[Loyalty]] is whom or what to be faithful to.
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[[Characters]]
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[[Factions]] can also be the
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The third option for
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Causes can from a gameplay perspective be seen as one way of diegetically presenting [[Quests]].
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[[Companions]]
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For example, blood relatives in [[Crusader Kings]] have a bonus to their loyalty that depends on how closely related they are to their liege.
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[[Internal Conflicts]]
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[[Opposing Goals]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 09:21, 29 September 2010

The goal of upholding a diegetic agreement to support a person, group, or cause.

The concept of being faithful to other people or abstract causes is often used to

Examples

If the PC becomes the member of Thief’s Guild in the Oblivion game of The Elder Scrolls series, being loyal to the guild requires complying with rules that bans stealing from another member, killing while carrying out a task, and stealing from the poor.

In Crusader Kings, dukes and counts need to put their armies under the control of their king when war occurs to prove their loyalty, and failing to do so provides a reason for civil war.

In the Fallout series, the characters that accompany the player may

Using the pattern

Loyalty is a Continuous Goal (Björk, Holopainen, 2005) to maintain membership of a Faction. Maintaining membership g C 68 haracter-Driven Game Desi n may require Social Maintenance and performing quests, which are Predefined Goals. Loyalty include Preventing Goals (Björk, Holopainen, 2005) not to infringe the Social Norms of the Faction. Failure to comply the Social Norms leads to penalty such as declaring a character as an Outcast.

One design choice regarding Loyalty is whom or what to be faithful to.

Characters

Factions can also be the

The third option for Causes can from a gameplay perspective be seen as one way of diegetically presenting Quests.


Companions

For example, blood relatives in Crusader Kings have a bonus to their loyalty that depends on how closely related they are to their liege.

Internal Conflicts

Opposing Goals


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Consequences: The membership of a Faction has more value, as maintaining the membership is not automatic. Relations Continuous Goals (Björk, Holopainen, 2005), Preventing Goals (Björk, Holopainen, 2005)

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Internal Rivalry, first introduced in Lankoski 2010[1].

References

  1. 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.