Difference between revisions of "Guilting"

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== Using the pattern ==
 
== Using the pattern ==
[[Guilting]] consists of two parts. The first part is that players have other players they feel a connection with. This can be formalized [[Social Organizations]] such as [[Guilds]], but any group that they feel [[Loyalty]] to can suffice.
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[[Guilting]] consists of two parts. The first part is that players have other players they feel a connection with. This can be formalized [[Social Organizations]] such as [[Guilds]], but any group that they feel [[Loyalty]] to can suffice. The second part of [[Guilting]] is to make players feel that they should perform some form of action to other players. This is quite often set up by [[Delayed Reciprocity]], for example through [[Altruistic Actions]] such as [[Free Gift Inventories]], but any type of [[Social Dilemmas]] can work as well.
 
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The second part of [[Guilting]] is to make player feels that they should perform some form of action to other  
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[[Social Dilemmas]]
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[[Free Gift Inventories]]
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[[Altruistic Actions]]
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[[Delayed Reciprocity]]
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[[Turn Taking]]
 
[[Turn Taking]]

Revision as of 15:44, 14 February 2011

Making players perform actions due to a sense of bad conscience.

Players do action in games due to some form of motivation. When this motivation is based on feeling bad, either from having done something or not having done something, it is called Guilting.

Examples

World of Warcraft

FarmVille

Ravenwood Fair

Using the pattern

Guilting consists of two parts. The first part is that players have other players they feel a connection with. This can be formalized Social Organizations such as Guilds, but any group that they feel Loyalty to can suffice. The second part of Guilting is to make players feel that they should perform some form of action to other players. This is quite often set up by Delayed Reciprocity, for example through Altruistic Actions such as Free Gift Inventories, but any type of Social Dilemmas can work as well.

Turn Taking

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

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Can Modulate

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Can Be Instantiated By

Altruistic Actions, Delayed Reciprocity, Free Gift Inventories, Guilds, Loyalty, Social Dilemmas, Social Organizations

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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