Difference between revisions of "Actions Have Diegetically Social Consequences"
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Revision as of 10:01, 27 May 2010
An action by a character influences on how others perceive and how they interact with the acting character.
Perceived actions influence how a non-player character will act toward the acting character. Different types of actions have different consequences: stealing will trigger hostile behavior while doing a favor friendly behavior.
Modulates: Character Def ining Actions , Internal Conf lict, Social Mainten ance Modulated by: Player-Des igned Character
Contents
Examples
Using the pattern
Acting against the Social Norm of a Faction or a NPC is associated with negative behavior and should relate to a suitable Emotional Attachment. Acting against a Social Norm of a Faction may trigger positive social consequences in the members of another Faction. For example, breaking a Social Norm (stealing) of a Faction might be required in order to become a member of a Faction (thief guild).
Consequences
Actions Have Diegetically Social Consequences creates a dynamic between the PC and NPCs and can introduce new conflicts or potential threats to the goals. In addition, Actions Have Social Consequences contributes towards the believability of NPCs.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Actions Have Social Consequences, first introduced by Lankoski & Björk[1] and then expanded in Lankoski 2010[2].
References
- ↑ Lankoski & Björk (2007). Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.
- ↑ Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. PhD thesis at Aalto University. Publication Series of the School of Art and Design A 101.