Difference between revisions of "Character Defining Actions"
(55 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
+ | [[Category:Action Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Character Patterns]] | [[Category:Character Patterns]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
− | ''That the choices of actions players make define their characters.'' | + | ''That the choices of actions players make during gameplay define their characters.'' |
Characters under players' control in games give people the possibility to interact with the game world. Doing so does however also provide a means for those players to define those characters by changing their characteristics, or by filling in blank areas of their personalities or changing these. This can either be on a mechanical level by updates through game state variables or be on a social level on the agreement between players. | Characters under players' control in games give people the possibility to interact with the game world. Doing so does however also provide a means for those players to define those characters by changing their characteristics, or by filling in blank areas of their personalities or changing these. This can either be on a mechanical level by updates through game state variables or be on a social level on the agreement between players. | ||
=== Examples === | === Examples === | ||
− | + | The choices players make in the [[Fable II]] changes their alignments, several independent measures including Good-Evil, Slim-Fat, Pure-Corrupt, and Scary-Funny. Besides influencing how NPCs react to the player characters, changes in these alignments also change the appearance of the avatars. A main part of the storyline in the first installation of the [[Witcher series]] revolves around giving advice to a young boy that possesses magical powers - the choice of which advice one gives effects through the narration not only on the boy but also on the player's character. | |
− | + | As weak form of [[Character Defining Actions]] can be found in some [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], e.g. [[CORPS]] and [[Basic Role-Playing]]. Here, the successfully use of a skill results in experience in these, and the skills will increase after enough use. A similar system is used in the [[The Elder Scrolls series|Elder Scrolls series]]. | |
== Using the pattern == | == Using the pattern == | ||
− | A | + | A trivial requirement of [[Character Defining Actions]] is that [[Characters]] need some form of [[Abilities]], otherwise they cannot perform any actions that might be character defining. A less trivial choice considering [[Character Defining Actions]] is if the gameplay should support defining [[Characters]] in the game system or support the social agreement between the players of what constitutes the [[Characters]]. It is possible to combine the two but this success of this depends on players' willingness to adjust their perceptions of the [[Characters]] to what the game system dictates. [[Game Masters]] provide a way of negotiating between the two. [[Character Defining Actions]] are typically applied to [[Player Characters]] since players may not perceive the events changing [[Non-Player Characters]] as being based upon actions, but any type of [[Characters]] can be modified by the pattern on a system level. |
− | On a system level [[Character Defining Actions]] can be implemented | + | On a system level [[Character Defining Actions]] can be implemented via [[Skills]] where the performed actions determine the areas of competence gain. [[Improved Abilities]] and [[New Abilities]] can function similarly but may also be consequences of choices in relation to advancements in [[Character Levels|Character Level]], if these are diegetically presented are characters choices, e.g. which teacher to study under. Alternatively, actions can change the relations between the PC and [[NPCs]] via [[Actions Have Diegetically Social Consequences]]. A prime example of this is declaring one's [[Loyalty]] to a cause, [[Characters|Character]], or [[Factions|Faction]], or by breaking such a [[Loyalty]]. Another example can be how one behaves towards ones' [[Companions]] and how one behaves in their presence. An use of [[Character Development]] in relation to [[Character Defining Actions]] is to make the latter an option of how players' wish [[Characters|Characters']] to develop once the fact that they will develop has been established. |
− | For changes in game systems, the actions that define [[Characters]] can either do so gradually through incremental modifications or through distinct choices that significantly changes the [[Characters]]. The former is typically used in relation [[Skills]] and examples of this exists in | + | For changes in game systems, the actions that define [[Characters]] can either do so gradually through incremental modifications or through distinct choices that significantly changes the [[Characters]]. The former is typically used in relation [[Skills]] and examples of this exists in [[Basic Roleplaying]] system and the [[The Elder Scrolls series|Elder Scroll series]]. Games that have moments that radically change [[Characters]] or make the difference in outcome between [[Character Defining Actions]] great often tie this into [[Predetermined Story Structures]]. This can also be achieved through [[Internal Conflicts]] or [[Social Dilemmas]], which may or may not be part of [[Predetermined Story Structures]]. An intermittent options may be the choices offered when a new [[Character Levels|Character Level]] is reached. |
− | [[Basic Roleplaying | + | |
It may be difficult to stop players' from building their own perceptions of [[Characters]] in a game based upon what actions they let them perform, but players' can be supported to notice [[Character Defining Actions]] through encouraging [[Roleplaying]] in a game. | It may be difficult to stop players' from building their own perceptions of [[Characters]] in a game based upon what actions they let them perform, but players' can be supported to notice [[Character Defining Actions]] through encouraging [[Roleplaying]] in a game. | ||
− | The consequences of actions should not easily be possible to undo for them to be seen as defining [[Characters]] since a mutable characteristics is a unsuitable starting point for a stable definition. This means that [[Reversibility]] is difficult to combine with [[Character Defining Actions]] and many of these actions initiate [[Ultra-Powerful Events]], especially when used together with [[ | + | The consequences of actions should not easily be possible to undo for them to be seen as defining [[Characters]] since a mutable characteristics is a unsuitable starting point for a stable definition. This means that [[Reversibility]] is difficult to combine with [[Character Defining Actions]] and many of these actions initiate [[Ultra-Powerful Events]], especially when used together with [[Predetermined Story Structures]]. |
+ | [[Cutscenes]] have a dual relationship with [[Character Defining Actions]], they can enforce them as part of narration but may also break players' believability in them if they go counter to their perceptions of them. This may be especially true for [[Player Characters]] since players often feel that have an interpretative prerogative for these. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 30: | Line 31: | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
− | Even if [[ | + | Even if [[Predetermined Story Structures]] can help set up [[Character Defining Actions]] as noted above, they may also oppose them unless players have an [[Exaggerated Perception of Influence]] or [[Freedom of Choice]]. Especially [[Cutscenes]] may be problematic when used to develop the [[Characters]] in this sense since players have no control over these. [[Sidequests]] is an example of [[Predetermined Story Structures]] that lets players have a [[Freedom of Choice]] and where taking on them can be [[Character Defining Actions]]. |
+ | |||
+ | When it is essential that specific [[Character Defining Actions]] take place, the use of [[Enforced Agent Behavior]] can ensure this. One way of doing this is to use [[Cutscenes]]. | ||
== Consequences == | == Consequences == | ||
− | [[Character Defining Actions]] result in the creation of [[Player-Designed Characters]] during game sessions. In one sense any use of [[Characters]] introduces [[Character Defining Actions]], even if the game system does not provide support for changing statistics of the [[Characters]] based on players' actions. This since | + | [[Character Defining Actions]] result in the creation of [[Player-Designed Characters]] during game sessions. In one sense any use of [[Characters]] introduces [[Character Defining Actions]], even if the game system does not provide support for changing statistics of the [[Characters]] based on players' actions. This since any actions by the [[Characters]] influences how players interpret those characters, even if it was the players who initiated the actions! This of course requires that players do some form of interpretation of the [[Characters]], which is not necessarily done in [[Single-Player Games]] but can be encouraged through [[Cutscenes]] or [[Third-Person Views]]. This may also be a problem in [[Multiplayer Games]] but there representation of other players' [[Characters]] offers additional possibilities for this interpretation. [[Roleplaying]] can further support this since it strengthens the differentiation between the players and the [[Characters]]. |
− | When [[Character | + | When [[Character Defining Actions]] is used to achieve [[Character Development]], this supports [[Gain Competence]] goals and [[Player-Planned Development]] if players have some form [[Freedom of Choice]] in what way to develop the [[Characters|Character]]. When players have taken on goals regarding fulfilling [[Characters]] roles, [[Character Defining Actions]] can give them the experience of [[Role Fulfillment]]. In contrast, when [[Character Defining Actions]] form [[Player Characters]] in ways that the players object to, the pattern can break their [[Emotional Engrossment]]. |
− | Given that [[Character Defining Actions]] typically are not combined with [[Reversibility]], these types of actions have an associated [[Risk/Reward]]. Further, since a series of this type of actions describe the development of [[Characters|Character]], they form a [[Narration Structures|Narration Structure]] even if none was planned beforehand. | + | Given that [[Character Defining Actions]] typically are not combined with [[Reversibility]], i.e. they are usually spawn [[Irreversible Events]], these types of actions have an associated [[Risk/Reward]] and may require [[Leaps of Faith]] if the consequences of the actions have not been presented clearly enough. Further, since a series of this type of actions describe the development of [[Characters|Character]] and possibly the change in relationship with [[NPCs]], they form a [[Narration Structures|Narration Structure]] even if none was planned beforehand. All these consequences make [[Character Defining Actions]] interesting enough to merit being part of [[Gameplay Statistics]] for those games that make use of them. |
+ | |||
+ | For games where a [[Characters|Character]] has an [[Open Destiny]], the actions that decide which destiny will manifest itself are [[Character Defining Actions]]. For the games that use [[Character Alignments]], performing actions that force a change in an alignment qualifies as a [[Character Defining Actions|Character Defining Action]] (and can be an example of how [[Characters]] can have an [[Open Destiny]]). While other types of [[Character Defining Actions]] (e.g. raising [[Skills|Skill]] levels) may not qualify as [[Exceptional Events]], these types of actions and events may do so. | ||
+ | |||
+ | As mentioned above, [[Cutscenes]] can both instantiate [[Character Defining Actions]] and remove the possibilities for them depending on the stance players take towards who has the right to interpret the [[Characters|Characters']] personalities. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | [[Characters]], [[Gain Competence]], [[Narration Structures]], [[Planned | + | [[Characters]], |
+ | [[Exceptional Events]], | ||
+ | [[Gain Competence]], [[Gameplay Statistics]], [[Irreversible Events]], | ||
+ | [[Leaps of Faith]], [[Narration Structures]], [[Player-Planned Development]], | ||
+ | [[Risk/Reward]], | ||
+ | [[Role Fulfillment]], | ||
+ | [[Ultra-Powerful Events]] | ||
+ | |||
+ | ==== with [[Characters]] ==== | ||
+ | [[Character Development]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Characters]] | + | [[Character Alignments]], |
+ | [[Characters]], | ||
+ | [[Companions]], [[NPCs]], [[Open Destiny]], | ||
+ | [[Player Characters]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Actions Have Diegetically Social Consequences]], [[Character | + | [[Characters]] together with [[Abilities]], [[Actions Have Diegetically Social Consequences]], [[Character Levels]], [[Companions]], [[Enforced Agent Behavior]], [[Improved Abilities]], [[Internal Conflicts]], [[Loyalty]], [[Predetermined Story Structures]], [[New Abilities]], [[Roleplaying]], [[Sidequests]], [[Skills]], or [[Social Dilemmas]] |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[Game Masters]] | + | [[Cutscenes]], |
+ | [[Game Masters]], | ||
+ | [[Third-Person Views]] | ||
+ | |||
+ | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[ | + | [[Cutscenes]], [[Reversibility]] |
+ | |||
+ | [[Emotional Engrossment]] when [[Character Defining Actions]] are used together with [[Player Characters]] in ways not wanted by the players | ||
== History == | == History == | ||
Line 60: | Line 86: | ||
== References == | == References == | ||
<references> | <references> | ||
− | <ref name="Lankoski2010">Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. | + | <ref name="Lankoski2010">Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101.</ref> |
</references> | </references> | ||
+ | |||
+ | == Acknowledgements == | ||
+ | Petri Lankoski |
Latest revision as of 12:37, 4 August 2015
That the choices of actions players make during gameplay define their characters.
Characters under players' control in games give people the possibility to interact with the game world. Doing so does however also provide a means for those players to define those characters by changing their characteristics, or by filling in blank areas of their personalities or changing these. This can either be on a mechanical level by updates through game state variables or be on a social level on the agreement between players.
Contents
Examples
The choices players make in the Fable II changes their alignments, several independent measures including Good-Evil, Slim-Fat, Pure-Corrupt, and Scary-Funny. Besides influencing how NPCs react to the player characters, changes in these alignments also change the appearance of the avatars. A main part of the storyline in the first installation of the Witcher series revolves around giving advice to a young boy that possesses magical powers - the choice of which advice one gives effects through the narration not only on the boy but also on the player's character.
As weak form of Character Defining Actions can be found in some Tabletop Roleplaying Games, e.g. CORPS and Basic Role-Playing. Here, the successfully use of a skill results in experience in these, and the skills will increase after enough use. A similar system is used in the Elder Scrolls series.
Using the pattern
A trivial requirement of Character Defining Actions is that Characters need some form of Abilities, otherwise they cannot perform any actions that might be character defining. A less trivial choice considering Character Defining Actions is if the gameplay should support defining Characters in the game system or support the social agreement between the players of what constitutes the Characters. It is possible to combine the two but this success of this depends on players' willingness to adjust their perceptions of the Characters to what the game system dictates. Game Masters provide a way of negotiating between the two. Character Defining Actions are typically applied to Player Characters since players may not perceive the events changing Non-Player Characters as being based upon actions, but any type of Characters can be modified by the pattern on a system level.
On a system level Character Defining Actions can be implemented via Skills where the performed actions determine the areas of competence gain. Improved Abilities and New Abilities can function similarly but may also be consequences of choices in relation to advancements in Character Level, if these are diegetically presented are characters choices, e.g. which teacher to study under. Alternatively, actions can change the relations between the PC and NPCs via Actions Have Diegetically Social Consequences. A prime example of this is declaring one's Loyalty to a cause, Character, or Faction, or by breaking such a Loyalty. Another example can be how one behaves towards ones' Companions and how one behaves in their presence. An use of Character Development in relation to Character Defining Actions is to make the latter an option of how players' wish Characters' to develop once the fact that they will develop has been established.
For changes in game systems, the actions that define Characters can either do so gradually through incremental modifications or through distinct choices that significantly changes the Characters. The former is typically used in relation Skills and examples of this exists in Basic Roleplaying system and the Elder Scroll series. Games that have moments that radically change Characters or make the difference in outcome between Character Defining Actions great often tie this into Predetermined Story Structures. This can also be achieved through Internal Conflicts or Social Dilemmas, which may or may not be part of Predetermined Story Structures. An intermittent options may be the choices offered when a new Character Level is reached.
It may be difficult to stop players' from building their own perceptions of Characters in a game based upon what actions they let them perform, but players' can be supported to notice Character Defining Actions through encouraging Roleplaying in a game.
The consequences of actions should not easily be possible to undo for them to be seen as defining Characters since a mutable characteristics is a unsuitable starting point for a stable definition. This means that Reversibility is difficult to combine with Character Defining Actions and many of these actions initiate Ultra-Powerful Events, especially when used together with Predetermined Story Structures.
Cutscenes have a dual relationship with Character Defining Actions, they can enforce them as part of narration but may also break players' believability in them if they go counter to their perceptions of them. This may be especially true for Player Characters since players often feel that have an interpretative prerogative for these.
Diegetic Aspects
As the Fable II example shows, changes in the way players' Characters are presenting is one way of providing feedback on Character Defining Actions.
Narrative Aspects
Even if Predetermined Story Structures can help set up Character Defining Actions as noted above, they may also oppose them unless players have an Exaggerated Perception of Influence or Freedom of Choice. Especially Cutscenes may be problematic when used to develop the Characters in this sense since players have no control over these. Sidequests is an example of Predetermined Story Structures that lets players have a Freedom of Choice and where taking on them can be Character Defining Actions.
When it is essential that specific Character Defining Actions take place, the use of Enforced Agent Behavior can ensure this. One way of doing this is to use Cutscenes.
Consequences
Character Defining Actions result in the creation of Player-Designed Characters during game sessions. In one sense any use of Characters introduces Character Defining Actions, even if the game system does not provide support for changing statistics of the Characters based on players' actions. This since any actions by the Characters influences how players interpret those characters, even if it was the players who initiated the actions! This of course requires that players do some form of interpretation of the Characters, which is not necessarily done in Single-Player Games but can be encouraged through Cutscenes or Third-Person Views. This may also be a problem in Multiplayer Games but there representation of other players' Characters offers additional possibilities for this interpretation. Roleplaying can further support this since it strengthens the differentiation between the players and the Characters.
When Character Defining Actions is used to achieve Character Development, this supports Gain Competence goals and Player-Planned Development if players have some form Freedom of Choice in what way to develop the Character. When players have taken on goals regarding fulfilling Characters roles, Character Defining Actions can give them the experience of Role Fulfillment. In contrast, when Character Defining Actions form Player Characters in ways that the players object to, the pattern can break their Emotional Engrossment.
Given that Character Defining Actions typically are not combined with Reversibility, i.e. they are usually spawn Irreversible Events, these types of actions have an associated Risk/Reward and may require Leaps of Faith if the consequences of the actions have not been presented clearly enough. Further, since a series of this type of actions describe the development of Character and possibly the change in relationship with NPCs, they form a Narration Structure even if none was planned beforehand. All these consequences make Character Defining Actions interesting enough to merit being part of Gameplay Statistics for those games that make use of them.
For games where a Character has an Open Destiny, the actions that decide which destiny will manifest itself are Character Defining Actions. For the games that use Character Alignments, performing actions that force a change in an alignment qualifies as a Character Defining Action (and can be an example of how Characters can have an Open Destiny). While other types of Character Defining Actions (e.g. raising Skill levels) may not qualify as Exceptional Events, these types of actions and events may do so.
As mentioned above, Cutscenes can both instantiate Character Defining Actions and remove the possibilities for them depending on the stance players take towards who has the right to interpret the Characters' personalities.
Relations
Can Instantiate
Characters, Exceptional Events, Gain Competence, Gameplay Statistics, Irreversible Events, Leaps of Faith, Narration Structures, Player-Planned Development, Risk/Reward, Role Fulfillment, Ultra-Powerful Events
with Characters
Can Modulate
Character Alignments, Characters, Companions, NPCs, Open Destiny, Player Characters
Can Be Instantiated By
Characters together with Abilities, Actions Have Diegetically Social Consequences, Character Levels, Companions, Enforced Agent Behavior, Improved Abilities, Internal Conflicts, Loyalty, Predetermined Story Structures, New Abilities, Roleplaying, Sidequests, Skills, or Social Dilemmas
Can Be Modulated By
Cutscenes, Game Masters, Third-Person Views
Possible Closure Effects
-
Potentially Conflicting With
Emotional Engrossment when Character Defining Actions are used together with Player Characters in ways not wanted by the players
History
An updated version of the pattern Character Defining Actions, first introduced in Lankoski 2010[1].
References
- ↑ Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101.
Acknowledgements
Petri Lankoski