Difference between revisions of "Player-Created Characters"
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=== Examples === | === Examples === | ||
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+ | [[Fallout series]] | ||
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+ | [[Dragon Age series]] | ||
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+ | [[GURPS]] | ||
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+ | [[Fallen Reich]] | ||
+ | [[Traveller]] | ||
+ | |||
+ | [[Dungeons & Dragons]] | ||
== Using the pattern == | == 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. | 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. | ||
+ | Although it may be most natural that the pattern [[Player-Created Characters]] is used to create [[Player Characters]], some games make use of the pattern to let player create [[Non-Player Characters]], e.g. [[Companions]] in roleplaying games such as [[GURPS]]. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Companions]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 08:26, 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.
Contents
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.
Although it may be most natural that the pattern Player-Created Characters is used to create Player Characters, some games make use of the pattern to let player create Non-Player Characters, e.g. Companions in roleplaying games such as GURPS.
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
Freedom of Choice Creative Control Randomness Naming Avatar Personalization Initial Personalization
Identification Emotional Engrossment Player Time Investments Player Defined Goals Characters Exaggerated Perception of Influence Narration Structures Player Characters
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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