Difference between revisions of "Guilting"
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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. | [[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. | ||
− | [[Guilting]] can | + | [[Guilting]] can also occur in games with [[Turn Taking]], where players try to make players suffering from [[Analysis Paralysis]] |
− | [[Turn Taking]] | + | |
− | + | ||
− | [[Analysis Paralysis]] | + | |
− | + | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 16:17, 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.
Contents
Examples
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.
Guilting can also occur in games with Turn Taking, where players try to make players suffering from Analysis Paralysis
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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