Difference between revisions of "Naming"
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=== Narrative Aspects === | === Narrative Aspects === | ||
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== Consequences == | == Consequences == | ||
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+ | == Relations == | ||
+ | [[Thematic Consistency]] | ||
+ | [[Handles]] | ||
[[Characters]] | [[Characters]] | ||
[[Player-Created Characters]] | [[Player-Created Characters]] | ||
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[[Freedom of Choice]] | [[Freedom of Choice]] | ||
[[Emotional Attachment]] | [[Emotional Attachment]] | ||
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=== Can Instantiate === | === Can Instantiate === |
Revision as of 10:03, 5 June 2011
Letting players choose the names of characters or other game elements.
This pattern is a still a stub.
Contents
Examples
Naming probably first became an integral part of games in Tabletop Roleplaying Games such as Dungeons & Dragons and Hârnmaster where players named their characters. The has been carried over to such as the Elder Scrolls series and the Fallout series. While not thematically similar, Naming also appears in such as Bloodbowl, Hattrick, and the Football Manager series.
The Civilization series proposed names for players' cities based on the civilization they are playing, but this can be changes to suit the players' whims. The Europa Universalis series and Hearts of Iron series lets players change the name of provinces they have conquered or colonized which in these case can ensure thematic rather than historic accuracy.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Thematic Consistency Handles Characters Player-Created Characters Abstract Player Constructs Freedom of Choice Emotional Attachment
Can Instantiate
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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Acknowledgements
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