Difference between revisions of "Emotional Attachment"
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[[Agents]] | [[Agents]] | ||
[[Avatars]] | [[Avatars]] | ||
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[[Characters]] | [[Characters]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Thematic Consistency]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[AI Players]], | ||
[[Algorithmic Agents]] | [[Algorithmic Agents]] | ||
Revision as of 18:49, 13 July 2014
The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Note that the nature of this patterns different greatly if the Agents considered are humans or AI Players.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Time Pressure Exaggerated Perception of Influence Agents Avatars Characters
Can Instantiate
Can Modulate
AI Players, Algorithmic Agents
Can Be Instantiated By
Actions Have Diegetically Social Consequences
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.