Difference between revisions of "Player-Created Characters"

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[[Character Development]]
 
[[Character Development]]
  
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[[Freedom of Choice]]
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[[Creative Control]]
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[[Randomness]]
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[[Naming]]
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[[Avatar Personalization]]
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[[Initial Personalization]]
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[[Identification]]
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[[Emotional Engrossment]]
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[[Player Time Investments]]
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[[Player Defined Goals]]
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[[Characters]]
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[[Exaggerated Perception of Influence]]
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[[Narration Structures]]
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[[Player Characters]]
 
==== with ... ====
 
==== with ... ====
  
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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
 
''or''
 
 
 
New pattern created in this wiki.
 
New pattern created in this wiki.
  
 
== References ==
 
== References ==
<references>
+
-
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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</references>
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== Acknowledgements ==

Revision as of 08:22, 26 May 2011

Characters in the game world on which players' have had some influence on their creation.

This pattern is a still a stub.

Examples

Using the pattern

When games support Player-Created Characters, this gives them Freedom of Choice and Creative Control depending on the level of Randomness involved in the process, but this also increases the possibilities for Identification and Emotional Attachment generally since the creation process in itself is an example of Player Time Investments. The personalization possible also allows players to construct Player Defined Goals for their Characters as they are created, and can give them the Exaggerated Perception of Influence over how the Narration Structures will develop.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Roleplaying Non-Player Characters Characters Late Arriving Players Enforced Agent Behavior Construction Asymmetric Starting Conditions Character Development

Freedom of Choice Creative Control Randomness Naming Avatar Personalization Initial Personalization

Identification Emotional Engrossment Player Time Investments Player Defined Goals Characters Exaggerated Perception of Influence Narration Structures Player Characters

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements