Difference between revisions of "Emotional Attachment"
From gdp3
Line 3: | Line 3: | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
+ | [[Category:Needs references]] | ||
''The ability of agents to have noticeable emotional relations to diegetic phenomena in the game world.'' | ''The ability of agents to have noticeable emotional relations to diegetic phenomena in the game world.'' | ||
Revision as of 13:39, 2 May 2010
The ability of agents to have noticeable emotional relations to diegetic phenomena in the game world.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.