Difference between revisions of "Character Defining Actions"
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== Using the pattern == | == Using the pattern == | ||
− | A primary choice when considering [[Character Defining Actions]] is if the gameplay should support defining [[Characters]] in the game system or support the social agreement between the players of what constitutes the [[Characters]]. It is possible to combine the two but this success of this depends on players' willingness to adjust their perceptions of the [[Characters]] to what the game system dictates. | + | A primary choice when considering [[Character Defining Actions]] is if the gameplay should support defining [[Characters]] in the game system or support the social agreement between the players of what constitutes the [[Characters]]. It is possible to combine the two but this success of this depends on players' willingness to adjust their perceptions of the [[Characters]] to what the game system dictates. [[Game Masters]] provide a way of negotiating between the two. |
− | On a system level [[Character Defining Actions]] can be implemented by [[Character Development]] via [[Skills]] | + | On a system level [[Character Defining Actions]] can be implemented by [[Character Development]] via [[Skills]] where the performed actions determine the areas of competence gain. [[Improved Abilities]] and [[New Abilities]] can function similarly but may also be consequences of choices in relation to advancements in [[Character Levels|Character Level]], if these are diegetically presented are characters choices, e.g. which teacher to study under. Alternatively, actions can change the relations between the PC and [[NPCs]] via [[Actions Have Diegetically Social Consequences]]. |
− | + | For changes in game systems, the actions that define [[Characters]] can either do so gradually through incremental modifications or through distinct choices that significantly changes the [[Characters]]. The former is typically used in relation [[Skills]] and examples of this exists in | |
+ | [[Basic Roleplaying System]] and the [[Elder Scroll Series]]. Games that have moments that radically change [[Characters]] or make the difference in outcome between [[Character Defining Actions]] great often tie this into [[Narrative Structures]]. This can also be achieved through [[Internal Conflicts]] or [[Social Dilemmas]], which may or may not be part of [[Narrative Structures]]. An intermittent options may be the choices offered when a new [[Character Levels|Character Level]] is reached. | ||
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+ | It may be difficult to stop players' from building their own perceptions of [[Characters]] in a game based upon what actions they let them perform, but players' can be supported to notice [[Character Defining Actions]] through encouraging [[Roleplaying]] in a game. | ||
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Narrative Structures | Narrative Structures | ||
Cut-Scenes | Cut-Scenes | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Ultra-Powerful Events]] | ||
== Consequences == | == Consequences == | ||
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The choices of a player influence the perceived personality | The choices of a player influence the perceived personality | ||
of the character. Moreover, the choices the player makes shapes the gameplay to match the traits of the character. | of the character. Moreover, the choices the player makes shapes the gameplay to match the traits of the character. | ||
+ | |||
+ | Player-Designed Character | ||
== Relations == | == Relations == |
Revision as of 15:29, 27 May 2010
That the choices of actions players make define their characters.
Characters under players' control in games give people the possibility to interact with the game world. Doing so does however also provide a means for those players to define those characters by changing their characteristics, or by filling in blank areas of their personalities or changing these. This can either be on a mechanical level by updates through game state variables or be on a social level on the agreement between players.
Contents
Examples
With the successfully use of a skill or ability in table-top role-playing games such as CORPS and Basic Roleplaying System one gets experience in those skills, and the skill will increase after enough use. A similar system is used in the Elders Scroll Series.
The choices players make in the Fable II changes their alignments, several independent measures including Good-Evil, Slim-Fat, Pure-Corrupt, and Scary-Funny. Besides influencing how NPCs react to the player characters, changes in these alignments also change the appearance of the avatars.
Using the pattern
A primary choice when considering Character Defining Actions is if the gameplay should support defining Characters in the game system or support the social agreement between the players of what constitutes the Characters. It is possible to combine the two but this success of this depends on players' willingness to adjust their perceptions of the Characters to what the game system dictates. Game Masters provide a way of negotiating between the two.
On a system level Character Defining Actions can be implemented by Character Development via Skills where the performed actions determine the areas of competence gain. Improved Abilities and New Abilities can function similarly but may also be consequences of choices in relation to advancements in Character Level, if these are diegetically presented are characters choices, e.g. which teacher to study under. Alternatively, actions can change the relations between the PC and NPCs via Actions Have Diegetically Social Consequences.
For changes in game systems, the actions that define Characters can either do so gradually through incremental modifications or through distinct choices that significantly changes the Characters. The former is typically used in relation Skills and examples of this exists in Basic Roleplaying System and the Elder Scroll Series. Games that have moments that radically change Characters or make the difference in outcome between Character Defining Actions great often tie this into Narrative Structures. This can also be achieved through Internal Conflicts or Social Dilemmas, which may or may not be part of Narrative Structures. An intermittent options may be the choices offered when a new Character Level is reached.
It may be difficult to stop players' from building their own perceptions of Characters in a game based upon what actions they let them perform, but players' can be supported to notice Character Defining Actions through encouraging Roleplaying in a game.
Narrative Structures Cut-Scenes
Diegetic Aspects
As the Fable II example shows, changes in the way players' Characters are presenting is one way of providing feedback on Character Defining Actions.
Narrative Aspects
Consequences
In one sense the use of Characters introduces Character Defining Actions, even if the game system does not provide support for changing statistics of the Characters based on players' actions. This since the actions performed influences how the players interpret the characters. This of course requires that players do some form of interpretation of the Characters, which is not necessarily done in Single-Player Games but can be encouraged through Cut-Scenes or Third-Person Views. This may also be a problem in Multiplayer Games but there representation of other players' Characters offers additional possibilities for this interpretation. Roleplaying can further support this since it strengthens the differentiation between the players and the Characters.
When Character Development is used to achieve Character Defining Actions, this supports Gain Competence goals and Planned Character Development if players have some form Freedom of Choice in what way to develop the Character.
The choices of a player influence the perceived personality of the character. Moreover, the choices the player makes shapes the gameplay to match the traits of the character.
Player-Designed Character
Relations
Can Instantiate
Characters Narrative Structures
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Character Defining Actions, first introduced in Lankoski 2010[1].
References
- ↑ 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.