Difference between revisions of "Player Characters"
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== Using the pattern == | == Using the pattern == | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Characters]] together with [[Agents]] or [[Roleplaying]] | [[Characters]] together with [[Agents]] or [[Roleplaying]] | ||
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=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Thematic Consistency]] may be difficult to guarantee with this pattern since having [[Player Characters]] let players have significant control in how individual [[Characters]] behave in [[Game Worlds]]. This can however be controlled by having [[Limited Set of Actions]] or [[Game Masters]], and then the added details players can provide can support [[Thematic Consistency]]. | ||
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== Consequences == | == Consequences == | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Thematic Consistency]] unless supervised by [[Game Masters]] or players having a [[Limited Set of Actions]] | ||
+ | |||
[[Emotional Engrossment]] when [[Player Characters]] are used together with [[Character Defining Actions]] in ways not wanted by the players | [[Emotional Engrossment]] when [[Player Characters]] are used together with [[Character Defining Actions]] in ways not wanted by the players | ||
Revision as of 09:09, 28 May 2011
Characters in games that are are under players' direct control or represent the players role in the gameplay.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Characters together with Agents or Roleplaying
Can Be Modulated By
Character Defining Actions, Companions, Equipment, Game Element Insertion, Game Masters, Open Destiny, Player-Created Characters, Transferable Items
Diegetic Aspects
Interface Aspects
Narrative Aspects
Thematic Consistency may be difficult to guarantee with this pattern since having Player Characters let players have significant control in how individual Characters behave in Game Worlds. This can however be controlled by having Limited Set of Actions or Game Masters, and then the added details players can provide can support Thematic Consistency.
Consequences
Can Instantiate
Player Characters provides players with a Focus Loci in which to interact with Game Worlds. Unlike other types of Focus Loci, e.g. Units, Player Characters form a natural starting point to begin Roleplaying and lets them have Creative Control in how to do this, including engaging in Gossip and Storytelling.
with Dedicated Game Facilitators
with Open Destiny
While letting players control Characters can give them a focus to have Emotional Engrossment during gameplay, this attachment can be cut if the game provides Character Defining Actions whose effect on Player Characters were not wanted by the players and not perceivable beforehand.
Relations
Can Instantiate
Creative Control, Emotional Engrossment, Focus Loci, Gossip, Roleplaying, Storytelling
with Dedicated Game Facilitators
with Open Destiny
Can Modulate
-
Can Be Instantiated By
Characters together with Agents or Roleplaying
Can Be Modulated By
Character Defining Actions, Companions, Equipment, Game Element Insertion, Game Masters, Open Destiny, Player-Created Characters, Transferable Items
Possible Closure Effects
-
Potentially Conflicting With
Thematic Consistency unless supervised by Game Masters or players having a Limited Set of Actions
Emotional Engrossment when Player Characters are used together with Character Defining Actions in ways not wanted by the players
History
New pattern created in this wiki.
References
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Acknowledgments
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