Difference between revisions of "Emotional Attachment"
From gdp3
(→Can Be Instantiated By) |
|||
Line 26: | Line 26: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Actions Have Diegetically Social Consequences]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:16, 27 May 2010
The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Actions Have Diegetically Social Consequences
Can Be Modulated By
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.