Difference between revisions of "Emotional Attachment"
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== Using the pattern == | == Using the pattern == | ||
+ | [[Emotional Attachment]] is a way to provide [[Agents]] with ways of showing that they care about what happens in [[Game Worlds]]. | ||
− | + | The nature of designing [[Emotional Attachment]] differs greatly based on if the [[Agents]] considered are humans or [[Algorithmic Agents]] such as [[AI Players]]. In this first case the primary task of enabling displays of [[Emotional Attachment]] is an interface question (see the subsection below). | |
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Actions Have Diegetically Social Consequences]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Thematic Consistency]] | ||
== Relations == | == Relations == | ||
+ | [[Storytelling]] | ||
+ | [[Roleplaying]] | ||
+ | [[Enactment]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 19:02, 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.
Note: The pattern related to players being emotionally attached to the game is named Emotional Engrossment.
Contents
Examples
Using the pattern
Emotional Attachment is a way to provide Agents with ways of showing that they care about what happens in Game Worlds.
The nature of designing Emotional Attachment differs greatly based on if the Agents considered are humans or Algorithmic Agents such as AI Players. In this first case the primary task of enabling displays of Emotional Attachment is an interface question (see the subsection below).
Can Be Instantiated By
Actions Have Diegetically Social Consequences
Diegetic Aspects
Interface Aspects
While it is Agents that have reactions which show Emotional Attachment, this may need to be expressed diegetically. Equipping Avatars with visual Emotes provides one way of doing this.
Narrative Aspects
Consequences
Can Instantiate
Relations
Storytelling Roleplaying Enactment
Can Instantiate
Can Modulate
Agents, 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.