Loyalty
The goal of upholding a diegetic commitment to support a person, group, or cause.
The concept of being faithful to other people or abstract causes is often used to explain or initiate actions. In games this can be used to set up the premise for the gameplay so that players have a diegetic motivation for the actions. Loyalty can also become part of gameplay itself if it is possible to go against one's Loyalty, typically because the target of one's Loyalty is perceived as having betrayed oneself or that other goals are more compelling.
Examples
If the PC becomes the member of Thief’s Guild in Oblivion (in 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.
In Crusader Kings, dukes and counts need to put their armies under the control of their king when war occurs to prove their loyalty, and failing to do so provides a reason for civil war.
In the Fallout series, the NPCs that accompany the player's character may feel that their Loyalty have been misused if players behave in certain ways and leave the player's character.
Loyalty to each other in relations is included in the Sims series, since flirted with other Sims so it is noticed cause instant reactions.
Using the pattern
The presence of a Character or an Avatar for the player is needed to use Loyalty, since is based on being a diegetic commitment (although the Character might represent an abstract entity such as a civilization or country). Another requirement is to make a decision on whom or what to be faithful to, and here some more possibilities exist. Individual Characters or Avatars allow personal bonds and the use of Linked Destinies while Factions can provide more flexibility in Narration Structures and make the Loyalty come into play more naturally in many different places of a Game World. Both can be used to require Social Maintenance. The third option is a cause, which from a gameplay perspective can be seen as one way of diegetically presenting Quests. Quests can also be used to model temporary Loyalty to Characters or Factions.
Although the above assumes that it is a player than has the Loyalty towards something, the use of Companions allows these Agents to be loyal towards a player. In Multiplayer Games, Loyalty can exist as reciprocal relations through the use of Alliances and Guilds.
The use of Loyalty can either be forced upon the recipient or be voluntary. Enforced Loyalty can either be present from the start or occur as effect of Ultra-Powerful Events and the Narration Structures of the game. When there exists a choice between having Loyalty or not, it is a Optional Goal but can often be shaped into also being a Character Defining Action.
The actual requirement of Loyalty is typically to accomplish a goal but this may also include Preventing Goals to those opposed whatever one is loyal to. For Loyalty towards Characters and Factions, requirements related to Social Norms can easily be added to provide added complexity. There are several ways of introducing challenges to a Loyalty. Opposing Goals is probably the most obvious and comes in to forms. One is giving goals to other Agents in the game so that Conflicts occur and Overcome goals are introduced as a result. The other is giving these Opposing Goals to the player himself or herself. This either creates Risk/Reward situations in that the player need to choose between different actions that are Irreversible Actions in relation to maintaining the Loyalty or may require Stealth to appear to be maintaining Social Norms. When the Loyalty lies towards Characters or Factions, this can be taken a step further through the use of Either You are with Me or against Me. If the Loyalty is directed towards a Faction, Internal Rivalry can be used to create a form of Social Dilemma by the use of Requesting Support.
Loyalty ends typically occur either with Penalties for failing to fulfill the goal but can also be consequences of Narration Structures. Typical appropriate effects when this occurs include becoming an Outcast or Traitor and gaining Enemies. Providing Rewards at the end of a Loyalty is less common but can make sense at the end of a Quest. The end of Loyalty can either be a binary change from one game state to another or part of a more complex sub part of the game system, possibly including Randomness. The Loyalty in the Sims series and Crusader Kings are examples of the latter, with Crusader Kings for having detailed bonuses like modifying vassals' loyalty depending on how closely related they are to their liege.
Diegetic Aspects
Loyalty is a diegetic pattern so all aspects of it relate to the game diegesis.
Narrative Aspects
Although the target for the Loyalty is not necessary aware of it (which is unavoidable if it is a cause), making it explicit as a promise, rite, or ritual in the game diegesis is a easy way of integrating the description of goals into a game's Narration Structures.
Consequences
Loyalty to Characters or Fractions are Continuous Goals in the sense that a part of a relation needs to be maintained, and also Committed Goals since failing them typically carried Penalties. However, Loyalty can most of the time be maintained simply by avoiding to do actions that would break the agreement and this is especially common for Loyalty directed to causes in the form of Quests. The exception comes when the gameplay puts players in situations where Enemies causes Conflicts or when Social Dilemmas (including Internal Conflicts) occur. When opposition exists, Loyalty also gives rise to Conflicts and Preventing Goals. Having several Loyalties may in itself give rise to Conflicts and Social Dilemmas.
When players are giving Opposing Goals in relation to some Loyalty they have, this creates Internal Conflicts and Social Dilemmas when the Loyalty is directed towards Characters or Factions. If it is possible to circumvent the incompatibility of the goals through Stealth, this instantiates Risk/Reward in addition. If the actions involved can lead to the consequences of becoming Traitors or Outcasts, Loyalty makes these into Character Defining Actions.
Relations
Can Instantiate
Character Defining Actions Committed Goals Conflicts Continuous Goals Optional Goals Opposing Goals Overcome Preventing Goals Risk/Reward Social Dilemmas Social Maintenance Social Norms Ultra-Powerful Events
When players are giving Opposing Goals in relation to some Loyalty they have, this creates Internal Conflicts and Social Dilemmas when the Loyalty is directed towards Characters or Factions. If it is possible to circumvent the incompatibility of the goals through Stealth, this instantiates Risk/Reward in addition. If the actions involved can lead to the consequences of becoming Traitors or Outcasts, Loyalty makes these into Character Defining Actions.
with ...
Can Modulate
Can Be Instantiated By
Alliances Avatars Characters Companions Either You are with Me or against Me Factions Guilds Internal Rivalry Narration Structures Quests Requesting Support Stealth
Can Be Modulated By
Characters Conflicts Fractions Internal Conflicts Irreversible Actions Narration Structures Linked Destinies Opposing Goals Social Dilemmas
Possible Closure Effects
. Typical appropriate effects when this occurs include becoming an Outcast or Traitor and gaining Enemies.
with Quests
Potentially Conflicting With
History
An updated version of the pattern Loyalty, first described 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.
Acknowledgements
Jon Back, Karl Bergström