Difference between revisions of "Player-Created Characters"
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== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
[[Randomness]] | [[Randomness]] | ||
[[Naming]] | [[Naming]] | ||
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[[Player Time Investments]] | [[Player Time Investments]] | ||
[[Player Defined Goals]] | [[Player Defined Goals]] | ||
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[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] | ||
[[Narration Structures]] | [[Narration Structures]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Late Arriving Players]], | [[Late Arriving Players]], | ||
[[Non-Player Characters]], | [[Non-Player Characters]], | ||
+ | [[Player Characters]], | ||
[[Roleplaying]] | [[Roleplaying]] | ||
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[[Construction]] | [[Construction]] | ||
− | [[Character Development]] together with [[Creative Control]] | + | [[Character Development]] together with [[Creative Control]] or [[Freedom of Choice]] |
+ | |||
+ | [[Freedom of Choice]] together with [[Initial Personalization]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 09:00, 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
Randomness Naming Avatar Personalization Initial Personalization
Identification Emotional Engrossment Player Time Investments Player Defined Goals Exaggerated Perception of Influence Narration Structures
Can Instantiate
Asymmetric Starting Conditions, Enforced Agent Behavior
with ...
Can Modulate
Characters, Companions, Late Arriving Players, Non-Player Characters, Player Characters, Roleplaying
Can Be Instantiated By
Character Development together with Creative Control or Freedom of Choice
Freedom of Choice together with Initial Personalization
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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