Difference between revisions of "Actions Have Diegetically Social Consequences"

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(Using the pattern)
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
[[Category:Needs references]]
 
 
''An action by a character influences on how other characters perceive and how they interact
 
''An action by a character influences on how other characters perceive and how they interact
 
with the acting character.''
 
with the acting character.''
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=== Examples ===
 
=== Examples ===
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Stealing in the third installment of the [[Fallout series]] makes player characters lose karma, which in turn changes how other characters reach to them.
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== Using the pattern ==
 
== Using the pattern ==
A prerequisite for [[Actions Have Diegetically Social Consequences]] is that there are [[Social Norms]] defined for the [[Game Worlds|Game World]]. These norms are typically either considered universal (except by [[Outcasts]]) or common for all those belonging to a [[Factions|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 [[Factions|Faction]] they have in common.
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A prerequisite for [[Actions Have Diegetically Social Consequences]] is that there are [[Social Norms]] defined for the [[Game Worlds|Game World]]. These norms are typically either considered universal (except by [[Outcasts]]) or common for all those belonging to a [[Factions|Faction]]. Regardless of this, the actual consequences can be enforced by global rules (as for example by the karma system in the [[Fallout series]]) or be encoded on an individual level for [[Algorithmic Agents]].
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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 [[Factions|Faction]] they have in common.
  
 
Acting against the [[Social Norm]] of a [[Faction]] or a [[NPCs|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).
 
Acting against the [[Social Norm]] of a [[Faction]] or a [[NPCs|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]].  
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[[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]]. By having [[Player-Designed Character]], games can allow players to make these choices before gameplay starts.
 
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Modulated by: Player-Des igned Character
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[[Character Defining Actions]]
 
[[Character Defining Actions]]
 
[[Risk/Reward]]
 
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
If players have the choice of which type of [[Faction]] (or [[Social Norms|Social Norm]]) they wish to belong to, [[Actions Have Diegetically Social Consequences]] can support [[Selectable Sets of Goals]] or [[Optional Goals]].
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[[Actions Have Diegetically Social Consequences]] often provided [[Risk/Reward]] situations for players since there might be [[Rewards]] associated with breaking [[Social Norms]], either by doing socially unacceptable actions or failing to do expected actions, but also [[Penalties]] if this is detected. If players have the choice of which type of [[Faction]] (or [[Social Norms|Social Norm]]) they wish to belong to, [[Actions Have Diegetically Social Consequences]] provides a [[Freedom of Choice]] and 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]].
 
[[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]].
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[[Internal Conflict]]
 
[[Internal Conflict]]
 
[[Social Maintenance]]
 
[[Social Maintenance]]
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[[Algorithmic Agents]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 12:57, 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.

Examples

Stealing in the third installment of the Fallout series makes player characters lose karma, which in turn changes how other characters reach to them.

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. Regardless of this, the actual consequences can be enforced by global rules (as for example by the karma system in the Fallout series) or be encoded on an individual level for Algorithmic Agents.

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. By having Player-Designed Character, games can allow players to make these choices before gameplay starts.

Character Defining Actions

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

Actions Have Diegetically Social Consequences often provided Risk/Reward situations for players since there might be Rewards associated with breaking Social Norms, either by doing socially unacceptable actions or failing to do expected actions, but also Penalties if this is detected. If players have the choice of which type of Faction (or Social Norm) they wish to belong to, Actions Have Diegetically Social Consequences provides a Freedom of Choice and 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, 

Social Maintenance


Relations

Can Instantiate

Diegetic Consistency

Can Modulate

Factions, NPCs Character Defining Actions Internal Conflict Social Maintenance Algorithmic Agents

Can Be Instantiated By

Social Norms

Can Be Modulated By

Player-Designed Characters

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

  1. Lankoski & Björk (2007). Gameplay Design Patterns for Social Networks and Conflicts. Proceedings of GDTW 2007.
  2. 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.