Difference between revisions of "Actions Have Diegetically Social Consequences"
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=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 11:02, 27 May 2010
An action by a character influences on how other characters perceive and how they interact with the acting character.
Perceived actions influence how a non-player character will act toward the acting character. Different types of actions have different consequences: stealing will trigger hostile behavior while doing a favor friendly behavior.
Contents
Examples
Using the pattern
A prerequisite for Actions Have Diegetically Social Consequences is that there are Social Norms defined for the Game World. These norms are typically either considered universal (except by Outcasts) or common for all those belonging to a Faction. However, Internal Conflict can be achieved by having Characters belong to several different Factions. This since it provides opportunities for Characters with Social Norms from different Factions to clash when they meet in a Faction they have in common.
Acting against the Social Norm of a Faction or a NPC is associated with negative behavior and should relate to a suitable Emotional Attachment. Acting against a Social Norm of a Faction may trigger positive social consequences in the members of another Faction. For example, breaking a Social Norm (stealing) of a Faction might be required in order to become a member of a Faction (thief guild).
Actions Have Diegetically Social Consequences can easily be tied to Penalties (for not following Social Norms) and Rewards (for following them). By doing so, game designs can provide both Continuous Goals and ones with clear closures, e.g. passing the requirements of a Social Gatekeeper.
Modulated by: Player-Des igned Character
Diegetic Aspects
Living up to or breaking Social Norms should also be presented diegetically in the reaction of NPCs in order for Diegetic Consistency to be maintained when this pattern is used.
Consequences
If players have the choice of which type of Faction (or Social Norm) they wish to belong to, Actions Have Diegetically Social Consequences can support Selectable Sets of Goals or Optional Goals.
Actions Have Diegetically Social Consequences creates a dynamic between the PC and NPCs and can introduce new conflicts or potential threats to the goals. In addition, Actions Have Diegetically Social Consequences contributes towards the believability of NPCs.
This pattern can provide Diegetic Consistency when some actions are depicted as being socially unacceptable but still possible to perform.
Since Social Norms are not only about not doing certain things, Actions Have Diegetically Social Consequences
but also performing actions,
Relations
Can Instantiate
Can Modulate
Factions, NPCs Character Defining Actions Internal Conflict Social Maintenance
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
-
History
An updated version of the pattern Actions Have Social Consequences, first introduced by Lankoski & Björk[1] and then expanded in Lankoski 2010[2].
References
- ↑ Lankoski & Björk (2007). Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.
- ↑ Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. PhD thesis at Aalto University. Publication Series of the School of Art and Design A 101.