Guilting
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Revision as of 15:21, 14 February 2011 by Staffan Björk (Talk | contribs)
Making players perform actions due to a sense of bad conscience.
Players do action in games due to some form of motivation. When this motivation is based on feeling bad, either from having done something or not having done something, it is called Guilting.
Contents
Examples
Using the pattern
Guilting consists of two parts. First that players have other players they feel a connection with. This can be formalized Social Organizations such as Guilds, but any group that they feel Loyalty to can suffice.
Social Dilemmas Free Gift Inventories Altruistic Actions Delayed Reciprocity
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
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Can Modulate
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Can Be Instantiated By
Altruistic Actions, Delayed Reciprocity, Free Gift Inventories, Guilds, Loyalty, Social Dilemmas, Social Organizations
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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