Difference between revisions of "Emotional Attachment"

From gdp3
Jump to: navigation, search
Line 3: Line 3:
 
[[Category:Agent Patterns]]
 
[[Category:Agent Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 +
[[Category:Stub]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
Line 12: Line 13:
  
 
[[Characters]]
 
[[Characters]]
 +
 +
Note that the nature of this patterns different greatly if the [[Agents]] considered are humans or [[AI players]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 11:53, 18 November 2010

The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.

Examples

Using the pattern

Characters

Note that the nature of this patterns different greatly if the Agents considered are humans or AI players.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Actions Have Diegetically Social Consequences

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

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments