Difference between revisions of "Player Characters"
Line 17: | Line 17: | ||
== Using the pattern == | == Using the pattern == | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Player Characters]] are created by either letting players control [[Characters]] - this can be considered [[Roleplaying]] since to outsiders the players and [[Characters]] share goals even if the players themselves may not identify with the [[Characters]] but rather the overarching goals of a game. | + | [[Player Characters]] are created by either letting players control [[Characters]] - this can be considered [[Roleplaying]] since to outsiders the players and [[Characters]] share goals even if the players themselves may not identify with the [[Characters]] but rather the overarching goals of a game. In the latter case, game designers may consider if it can be sufficient to only use [[Avatars]] (possibly together with a few characteristics such as [[Health]]) instead of both [[Player Characters]] and [[Characters]] in a game design. |
There are several design choices that become more relevant when players are to control [[Characters]]. First, they may be [[Player-Created Characters]], letting players have influence on their [[Equipment]] and [[Companions]]. | There are several design choices that become more relevant when players are to control [[Characters]]. First, they may be [[Player-Created Characters]], letting players have influence on their [[Equipment]] and [[Companions]]. |
Revision as of 10:06, 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
Player Characters are created by either letting players control Characters - this can be considered Roleplaying since to outsiders the players and Characters share goals even if the players themselves may not identify with the Characters but rather the overarching goals of a game. In the latter case, game designers may consider if it can be sufficient to only use Avatars (possibly together with a few characteristics such as Health) instead of both Player Characters and Characters in a game design.
There are several design choices that become more relevant when players are to control Characters. First, they may be Player-Created Characters, letting players have influence on their Equipment and Companions.
Second, should they fate be set through Predetermined Story Structures or should they have an Open Destiny, and, related to this, should their exist Character Defining Actions during the gameplay and should players be supported in having a Player-Planned Development for the Characters (and this can be regardless if they can actual influence the development).
Can Be Modulated By
, Game Masters,
For games that wish to support Late Arriving Players, how to handle the Game Element Insertion of Player Characters need to be considered, especially for Player Balance purposes.
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
Player Characters provides players with a Focus Loci in which to interact with Game Worlds and is more likely to make the Characters control be perceived as Agents. 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. 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.
Give that players often provide Player Characters with various peculiarity in their behaviors and expressions, it may be difficult to maintain a Possibility of Anonymity unless gameplay is mediated through restrictive Communication Channels.
Since Player Characters contain the game state values most likely to affect players' valorization[1], the Game Element Insertion of the Player Characters of Late Arriving Players may can be difficult to combine with Player Balance.
Relations
Can Instantiate
Agents, Creative Control, Emotional Engrossment, Focus Loci, Gossip, Roleplaying, Storytelling
with Communication Channels
with Game Masters or Limited Set of Actions
Can Modulate
-
Can Be Instantiated By
Characters together with Roleplaying
Can Be Modulated By
Character Defining Actions, Companions, Equipment, Game Element Insertion, Game Masters, Open Destiny, Player-Created Characters, Player-Planned Development, Predetermined Story Structures, Transferable Items
Possible Closure Effects
-
Potentially Conflicting With
Emotional Engrossment when Player Characters are used together with Character Defining Actions in ways not wanted by the players
Player Balance when the Player Characters are put into gameplay through Game Element Insertion due to Late Arriving Players
Thematic Consistency unless supervised by Game Masters or players having a Limited Set of Actions
History
New pattern created in this wiki.
References
- ↑ Juul, J. (2003). Keynote presentation at the Level Up conference in Utrecht, November 4th-6th 2003.
Acknowledgments
-