Difference between revisions of "Player-Created Characters"
(Created page with "Category:Patterns Category:Stub Category:Character Patterns When games support Player-Created Characters, this gives them Freedom of Choice and [[Creative Co...") |
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+ | [[Category:Character Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
+ | [[Category:Needs work]] | ||
+ | [[Category:Needs revision]] | ||
+ | [[Category:Needs examples]] | ||
+ | [[Category:Needs references]] | ||
+ | [[Category:Patterns created on the Wiki]] | ||
[[Category:Stub]] | [[Category:Stub]] | ||
− | + | ''The one-sentence "definition" that should be in italics.'' | |
+ | This pattern is a still a stub. | ||
+ | |||
+ | === Examples === | ||
+ | |||
+ | == Using the pattern == | ||
When games support [[Player-Created Characters]], this gives them [[Freedom of Choice]] and [[Creative Control]] depending on the level of [[Randomness]] involved in the process, but this also increases the possibilities for [[Identification]] and [[Emotional Attachment]] generally since the creation process in itself is an example of [[Player Time Investments]]. The personalization possible also allows players to construct [[Player Defined Goals]] for their [[Characters]] as they are created, and can give them the [[Exaggerated Perception of Influence]] over how the [[Narration Structures]] will develop. | When games support [[Player-Created Characters]], this gives them [[Freedom of Choice]] and [[Creative Control]] depending on the level of [[Randomness]] involved in the process, but this also increases the possibilities for [[Identification]] and [[Emotional Attachment]] generally since the creation process in itself is an example of [[Player Time Investments]]. The personalization possible also allows players to construct [[Player Defined Goals]] for their [[Characters]] as they are created, and can give them the [[Exaggerated Perception of Influence]] over how the [[Narration Structures]] will develop. | ||
+ | |||
+ | |||
+ | === Diegetic Aspects === | ||
+ | |||
+ | === Interface Aspects === | ||
+ | |||
+ | === Narrative Aspects === | ||
+ | |||
+ | == Consequences == | ||
+ | |||
+ | == 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 ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | ||
+ | |||
+ | ''or'' | ||
+ | |||
+ | New pattern created in this wiki. | ||
+ | |||
+ | == References == | ||
+ | <references> | ||
+ | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref> | ||
+ | </references> |
Revision as of 15:01, 2 January 2011
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
When games support Player-Created Characters, this gives them Freedom of Choice and Creative Control depending on the level of Randomness involved in the process, but this also increases the possibilities for Identification and Emotional Attachment generally since the creation process in itself is an example of Player Time Investments. The personalization possible also allows players to construct Player Defined Goals for their Characters as they are created, and can give them the Exaggerated Perception of Influence over how the Narration Structures will develop.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
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 ... that was part of the original collection in the book Patterns in Game Design[1].
or
New pattern created in this wiki.
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.