Difference between revisions of "Loyalty"

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Revision as of 09:00, 29 September 2010

The goal of maintaining a membership of a group.

If the PC becomes the member of Thief’s Guild in the Oblivion game of The Elder Scrolls series, being loyal to the guild requires complying with rules that bans stealing from another member, killing while carrying out a task, and stealing from the poor.


Internal Conflicts

Examples

Using the pattern

Loyalty is a Continuous Goal (Björk, Holopainen, 2005) to maintain membership of a Faction. Maintaining membership g C 68 haracter-Driven Game Desi n may require Social Maintenance and performing quests, which are Predefined Goals. Loyalty include Preventing Goals (Björk, Holopainen, 2005) not to infringe the Social Norms of the Faction. Failure to comply the Social Norms leads to penalty such as declaring a character as an Outcast.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Consequences: The membership of a Faction has more value, as maintaining the membership is not automatic. Relations Continuous Goals (Björk, Holopainen, 2005), Preventing Goals (Björk, Holopainen, 2005)

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Internal Rivalry, first introduced in Lankoski 2010[1].

References

  1. 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.