Difference between revisions of "Internal Rivalry"
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[[Factions]] | [[Factions]] | ||
[[Information Passing]] | [[Information Passing]] | ||
− | [[Internal Conflicts]] | + | |
+ | Introducing [[Internal Conflicts]] in a game design is quite likely to create [[Internal Rivalry]] as well, but it is not as certain that the conclusion of the conflict will remove the rivalry also (this may of course be the wished outcome). | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 27: | Line 28: | ||
== Consequences == | == Consequences == | ||
In Internal Rivalry, the conflict is complicated as the player needs to take into account the social network of a Faction and its Social Norms. This can lead to Varied Gameplay (Björk, Holopainen, 2005), as the consequences of the Actions Have Social Consequences can vary depending on how the player tries to reach the goal and in what kind of circumstances. | In Internal Rivalry, the conflict is complicated as the player needs to take into account the social network of a Faction and its Social Norms. This can lead to Varied Gameplay (Björk, Holopainen, 2005), as the consequences of the Actions Have Social Consequences can vary depending on how the player tries to reach the goal and in what kind of circumstances. | ||
+ | |||
+ | [[Internal Rivalry]] easily leads to [[Internal Conflicts]]. This can be enforced through [[Narration Structures]] but can easily occur between players in [[Factions]], [[Guilds]] or other structures requiring [[Team Play]] if they engage in [[Roleplaying]] or some form of [[Competition]]. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Internal Conflicts]] | ||
=== Can Modulate === | === Can Modulate === | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Internal Conflicts]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 14:53, 7 September 2010
Being a player or character within one's same social network as an enemy or competitor.
Internal Rivalry is a conflict in which the progress of a conflict is regulated by the norms of the social network.
Contents
Examples
Using the pattern
Typically the conflict is set up by the Predefined Goal (Björk, Holopainen, 2005) of a PC that put the PC in opposition with the NPC and both the character are members of the same Faction. Different Social Norms can be used to regulate the progression of the conflict via Actions Have Social Consequences, penalties such as the risk of becoming an Outcast or rewards.
Introducing Internal Conflicts in a game design is quite likely to create Internal Rivalry as well, but it is not as certain that the conclusion of the conflict will remove the rivalry also (this may of course be the wished outcome).
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
In Internal Rivalry, the conflict is complicated as the player needs to take into account the social network of a Faction and its Social Norms. This can lead to Varied Gameplay (Björk, Holopainen, 2005), as the consequences of the Actions Have Social Consequences can vary depending on how the player tries to reach the goal and in what kind of circumstances.
Internal Rivalry easily leads to Internal Conflicts. This can be enforced through Narration Structures but can easily occur between players in Factions, Guilds or other structures requiring Team Play if they engage in Roleplaying or some form of Competition.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Internal Rivalry, first introduced in Lankoski 2010[1].
References
- ↑ Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101.