Difference between revisions of "Player-Created Characters"
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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− | ''Characters | + | ''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 == | ||
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[[Character Development]] | [[Character Development]] | ||
[[Freedom of Choice]] | [[Freedom of Choice]] | ||
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[[Randomness]] | [[Randomness]] | ||
[[Naming]] | [[Naming]] | ||
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[[Narration Structures]] | [[Narration Structures]] | ||
[[Player Characters]] | [[Player Characters]] | ||
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+ | === Can Instantiate === | ||
+ | [[Asymmetric Starting Conditions]], | ||
+ | [[Enforced Agent Behavior]] | ||
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==== 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]] | ||
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+ | [[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.
Contents
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.
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
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
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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