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 the first case the primary task of enabling displays of [[Emotional Attachment]] is an interface question (see the subsection below). While the presentation solutions to this is important for [[Algorithmic Agents]] to be able to show [[Emotional Attachment]], they also need to have algorithms that ensure that [[Actions Have Diegetically Social Consequences]]. Specific examples that may need to be supported by such algorithms include [[Either You are with Me or against Me]] and [[Others Fortune affects own Mood]]. | [[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 the first case the primary task of enabling displays of [[Emotional Attachment]] is an interface question (see the subsection below). While the presentation solutions to this is important for [[Algorithmic Agents]] to be able to show [[Emotional Attachment]], they also need to have algorithms that ensure that [[Actions Have Diegetically Social Consequences]]. Specific examples that may need to be supported by such algorithms include [[Either You are with Me or against Me]] and [[Others Fortune affects own Mood]]. | ||
+ | |||
+ | === Diegetic Aspects === | ||
+ | Making [[Agents]] follow [[Diegetic Social Norms]] and engaging in [[Diegetic Social Maintenance]] are two ways of displaying [[Emotional Attachment]]. Then again, so can breaking them. | ||
=== Interface Aspects === | === Interface Aspects === | ||
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== Relations == | == Relations == | ||
+ | |||
cm | cm | ||
[[Storytelling]] | [[Storytelling]] | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Agents]], | [[Agents]], | ||
− | [[AI Players]] | + | [[AI Players]], |
+ | [[Storytelling]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Either You are with Me or against Me]], | [[Either You are with Me or against Me]], | ||
− | [[Others Fortune affects own Mood]] | + | [[Enactment]], |
+ | [[Diegetic Social Maintenance]], | ||
+ | [[Diegetic Social Norms]], | ||
+ | [[Others Fortune affects own Mood]], | ||
+ | [[Roleplaying]], | ||
+ | [[Storytelling]] | ||
[[Actions Have Diegetically Social Consequences]] together with [[Algorithmic Agents]] | [[Actions Have Diegetically Social Consequences]] together with [[Algorithmic Agents]] |
Revision as of 19:44, 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 the first case the primary task of enabling displays of Emotional Attachment is an interface question (see the subsection below). While the presentation solutions to this is important for Algorithmic Agents to be able to show Emotional Attachment, they also need to have algorithms that ensure that Actions Have Diegetically Social Consequences. Specific examples that may need to be supported by such algorithms include Either You are with Me or against Me and Others Fortune affects own Mood.
Diegetic Aspects
Making Agents follow Diegetic Social Norms and engaging in Diegetic Social Maintenance are two ways of displaying Emotional Attachment. Then again, so can breaking them.
Interface Aspects
While it is Agents that have reactions which show Emotional Attachment, this may need to be expressed diegetically. This typically means supporting players in being able to engage in Enactment and Roleplaying. For games with Mediated Gameplay, equipping Avatars with visual Emotes provides one way of doing this.
Narrative Aspects
While Emotional Attachment helps make Storytelling that does not break Thematic Consistency, Emotional Attachment can also be expressed through Storytelling.
Consequences
As stated above, Emotional Attachment is a way to modulate Agents show they can show emotions so Thematic Consistency can be maintained.
Relations
cm Storytelling
cbib Storytelling Roleplaying Enactment
Can Instantiate
Can Modulate
Agents, AI Players, Storytelling
Can Be Instantiated By
Either You are with Me or against Me, Enactment, Diegetic Social Maintenance, Diegetic Social Norms, Others Fortune affects own Mood, Roleplaying, Storytelling
Actions Have Diegetically Social Consequences together with Algorithmic Agents
Can Be Modulated By
-
Possible Closure Effects
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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.