Emotional Attachment
The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.
This pattern is a still a stub.
Note: The pattern related to players being emotionally attached to the game is named Emotional Engrossment.
Contents
Examples
Using the pattern
Emotional Attachment is a way to provide Agents with ways of showing that they care about what happens in Game Worlds.
The nature of designing Emotional Attachment differs greatly based on if the Agents considered are humans or Algorithmic Agents such as AI Players. In the first case the primary task of enabling displays of Emotional Attachment is an interface question (see the subsection below). While the presentation solutions to this is important for Algorithmic Agents to be able to show Emotional Attachment, they also need to have algorithms that ensure that Actions Have Diegetically Social Consequences.
Diegetic Aspects
Interface Aspects
While it is Agents that have reactions which show Emotional Attachment, this may need to be expressed diegetically. Equipping Avatars with visual Emotes provides one way of doing this.
Narrative Aspects
Consequences
Can Instantiate
Relations
Storytelling Roleplaying Enactment
Can Instantiate
Can Modulate
Can Be Instantiated By
Actions Have Diegetically Social Consequences together with Algorithmic Agents
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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.