Difference between revisions of "Player-Created Characters"

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=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Roleplaying]]
 +
[[Non-Player Characters]]
 +
[[Characters]]
 +
[[Late Arriving Players]]
 +
[[Enforced Agent Behavior]]
 +
[[Construction]]
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[[Asymmetric Starting Conditions]]
 +
[[Character Development]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 08:20, 26 May 2011

Characters in the game world on which players' have had some influence on their creation.

This pattern is a still a stub.

Examples

Using the pattern

When games support Player-Created Characters, this gives them Freedom of Choice and Creative Control depending on the level of Randomness involved in the process, but this also increases the possibilities for Identification and Emotional Attachment generally since the creation process in itself is an example of Player Time Investments. The personalization possible also allows players to construct Player Defined Goals for their Characters as they are created, and can give them the Exaggerated Perception of Influence over how the Narration Structures will develop.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Roleplaying Non-Player Characters Characters Late Arriving Players Enforced Agent Behavior Construction Asymmetric Starting Conditions Character Development

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.