Difference between revisions of "Player-Created Characters"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''Characters in the game world on which players' have had some influence on their creation.''
+
''Characters whose creation players' have had some influence over.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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== Relations ==
 
== Relations ==
  
=== Can Instantiate ===
 
[[Roleplaying]]
 
[[Non-Player Characters]]
 
[[Characters]]
 
[[Late Arriving Players]]
 
[[Enforced Agent Behavior]]
 
[[Construction]]
 
[[Asymmetric Starting Conditions]]
 
 
[[Character Development]]
 
[[Character Development]]
  
 
[[Freedom of Choice]]  
 
[[Freedom of Choice]]  
[[Creative Control]]
 
 
[[Randomness]]  
 
[[Randomness]]  
 
[[Naming]]
 
[[Naming]]
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[[Narration Structures]]
 
[[Narration Structures]]
 
[[Player Characters]]
 
[[Player Characters]]
 +
 +
=== Can Instantiate ===
 +
[[Asymmetric Starting Conditions]],
 +
[[Enforced Agent Behavior]]
 +
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Companions]]
+
[[Characters]],
 +
[[Companions]],
 +
[[Late Arriving Players]],
 +
[[Non-Player Characters]],
 +
[[Roleplaying]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Construction]]
 +
 +
[[Character Development]] together with [[Creative Control]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 08:38, 26 May 2011

Characters whose creation players' have had some influence over.

This pattern is a still a stub.

Examples

Fallout series

Dragon Age series

GURPS

Fallen Reich Traveller

Dungeons & Dragons

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.

Although it may be most natural that the pattern Player-Created Characters is used to create Player Characters, some games make use of the pattern to let player create Non-Player Characters, e.g. Companions in roleplaying games such as GURPS.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Character Development

Freedom of Choice Randomness Naming Avatar Personalization Initial Personalization

Identification Emotional Engrossment Player Time Investments Player Defined Goals Characters Exaggerated Perception of Influence Narration Structures Player Characters

Can Instantiate

Asymmetric Starting Conditions, Enforced Agent Behavior

with ...

Can Modulate

Characters, Companions, Late Arriving Players, Non-Player Characters, Roleplaying

Can Be Instantiated By

Construction

Character Development together with Creative Control

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements