http://virt10.itu.chalmers.se/index.php?title=Avatars&feed=atom&action=historyAvatars - Revision history2024-03-28T20:44:51ZRevision history for this page on the wikiMediaWiki 1.26.2http://virt10.itu.chalmers.se/index.php?title=Avatars&diff=25125&oldid=prevStaffan Björk at 18:14, 9 August 20162016-08-09T18:14:08Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 18:14, 9 August 2016</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[Challenging Gameplay]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[Predetermined Story Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[Challenging Gameplay]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[Predetermined Story Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Linking the success or failure of the gameplay to [[Avatars]] can be done in many ways. [[Race]], [[Traverse]], [[Deliver]], [[Herd]], and [[<del class="diffchange diffchange-inline">Contact</del>]] goals naturally depend on the [[Avatars]] movement if their positions are used to determine if the end conditions have been reached. [[Game World Exploration]] can likewise be used if the game uses the [[Avatars]]' modes of perception to judge what has been found. The use of [[Damage]] (and by extension [[Eliminate]]) due to [[Combat]] or [[Traps]] is a very common way to make [[Avatars]] vulnerable and players' succeed linked to them, but [[Ability Losses]] (including [[Privileged Abilities]]), or losses of [[Scores|Score]] points or [[Tools]] are other possibilities.  Although these introduce negative possibilities for the players, once these vulnerabilities have been established they allow for the goals of [[Evade]] and [[Stealth]] to be linked to the [[Avatars]]. In general, any type of [[Penalties]] that can be avoided through [[Avatars|Avatar]] [[Movement]] leads to players having [[Evade]] goals. More specific goals that can be introduced in this way, especially when combined with [[Multiplayer Games]] and common [[Eliminate]] goals are [[King of the Hill]] and [[Last Man Standing]]. The death or [[Eliminate|Elimination]] of [[Avatars]] typically either signifies the end of the game (if [[Permadeath]] is used), [[Downtime]] before the next round begins or other types of [[Death Consequences]], or the loss of one of the [[Lives]] available (and in the last case requires [[Spawning]] or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Linking the success or failure of the gameplay to [[Avatars]] can be done in many ways. [[Race]], [[Traverse]], [[Deliver]], [[Herd]], and [[<ins class="diffchange diffchange-inline">Connection</ins>]] goals naturally depend on the [[Avatars]] movement if their positions are used to determine if the end conditions have been reached. [[Game World Exploration]] can likewise be used if the game uses the [[Avatars]]' modes of perception to judge what has been found. The use of [[Damage]] (and by extension [[Eliminate]]) due to [[Combat]] or [[Traps]] is a very common way to make [[Avatars]] vulnerable and players' succeed linked to them, but [[Ability Losses]] (including [[Privileged Abilities]]), or losses of [[Scores|Score]] points or [[Tools]] are other possibilities.  Although these introduce negative possibilities for the players, once these vulnerabilities have been established they allow for the goals of [[Evade]] and [[Stealth]] to be linked to the [[Avatars]]. In general, any type of [[Penalties]] that can be avoided through [[Avatars|Avatar]] [[Movement]] leads to players having [[Evade]] goals. More specific goals that can be introduced in this way, especially when combined with [[Multiplayer Games]] and common [[Eliminate]] goals are [[King of the Hill]] and [[Last Man Standing]]. The death or [[Eliminate|Elimination]] of [[Avatars]] typically either signifies the end of the game (if [[Permadeath]] is used), [[Downtime]] before the next round begins or other types of [[Death Consequences]], or the loss of one of the [[Lives]] available (and in the last case requires [[Spawning]] or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Besides these two necessary conditions, the [[Avatars]] relation to its surroundings and other diegetic persons are fundamental in how they are perceived. The use of [[Traps]], [[Environmental Effects]], [[Inaccessible Areas]], [[Obstacles]], [[Diegetically Outstanding Features]], and [[Safe Havens]] not only help define the [[Game Worlds]] but also the [[Avatars]] through how they affect them. [[Diegetically Tangible Game Items]] can serve many of these purposes while also having the functionality of various types of [[Game Items]]. That game elements in [[Game Worlds]] can help define [[Avatars]] becomes especially true if there are many types of playable [[Avatars]] or the [[Avatars]] are affected differently than [[Enemies]] and other [[Agents]], e.g. through having different rules concerning [[Line of Sight]]. Reversely, if [[Avatars]] block [[Line of Sight]] or not when this pattern is used affects the [[Avatars]] relation to the [[Game Worlds|Game World]]. [[Automated Responses]], actions initiated by the [[Avatars]] themselves without player interference, are ways to inform players about possible actions (e.g. by the [[Avatars]] glancing at them or commenting them) or possible dangers (e.g. how [[Avatars]] in [[Assassin's Creed 2]] and [[Prince of Persia]] make animations of regaining their balance after nearly falling of ledges when players have moved them to close).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Besides these two necessary conditions, the [[Avatars]] relation to its surroundings and other diegetic persons are fundamental in how they are perceived. The use of [[Traps]], [[Environmental Effects]], [[Inaccessible Areas]], [[Obstacles]], [[Diegetically Outstanding Features]], and [[Safe Havens]] not only help define the [[Game Worlds]] but also the [[Avatars]] through how they affect them. [[Diegetically Tangible Game Items]] can serve many of these purposes while also having the functionality of various types of [[Game Items]]. That game elements in [[Game Worlds]] can help define [[Avatars]] becomes especially true if there are many types of playable [[Avatars]] or the [[Avatars]] are affected differently than [[Enemies]] and other [[Agents]], e.g. through having different rules concerning [[Line of Sight]]. Reversely, if [[Avatars]] block [[Line of Sight]] or not when this pattern is used affects the [[Avatars]] relation to the [[Game Worlds|Game World]]. [[Automated Responses]], actions initiated by the [[Avatars]] themselves without player interference, are ways to inform players about possible actions (e.g. by the [[Avatars]] glancing at them or commenting them) or possible dangers (e.g. how [[Avatars]] in [[Assassin's Creed 2]] and [[Prince of Persia]] make animations of regaining their balance after nearly falling of ledges when players have moved them to close).</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=22485&oldid=prevStaffan Björk at 08:02, 31 July 20152015-07-31T08:02:09Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>When [[Avatars|Avatars']] fate are linked to how well players complete the gameplay, this can provide [[Emotional Engrossment]] but this can also be done through supporting players in having sympathies towards the [[Avatars]]. This can be achieved diegetically through a design so that the [[Avatars]] have a appealing personality or appearance, have been mistreated, or have abilities players would like to have. However, [[Avatars]] do not usually have strongly developed personalities as this can prevent the players from interpreting what they want into the [[Avatars|Avatar's]] actions. Further, if the [[Avatar]] can initiate actions on its own, e.g. in the form of [[Cutscenes]], this can lessens the players' [[Freedom of Choice]] and may destroy an [[Illusion of Influence]] as well as their [[Emotional Engrossment]] directed towards other objects or players in the Game World.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>When [[Avatars|Avatars']] fate are linked to how well players complete the gameplay, this can provide [[Emotional Engrossment]] but this can also be done through supporting players in having sympathies towards the [[Avatars]]. This can be achieved diegetically through a design so that the [[Avatars]] have a appealing personality or appearance, have been mistreated, or have abilities players would like to have. However, [[Avatars]] do not usually have strongly developed personalities as this can prevent the players from interpreting what they want into the [[Avatars|Avatar's]] actions. Further, if the [[Avatar]] can initiate actions on its own, e.g. in the form of [[Cutscenes]], this can lessens the players' [[Freedom of Choice]] and may destroy an [[Illusion of Influence]] as well as their [[Emotional Engrossment]] directed towards other objects or players in the Game World.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Avatar Personalization]] is the ability to change [[Avatars]]' appearance, which although it does not direct affect gameplay can be important. While [[Avatars]] names are not part of their diegetic appearance, [[Naming]] can be seen as a variant of this personalization since it changes how the [[Avatars]] are presented to players. In games such as [[Tiger Woods PGA Tour]] and the third installment of the [[Fallout series]], the [[Initial Personalization]] not only includes gameplay options but also purely cosmetic choices. By doing so, players have two different avenues to create [[Emotional Engrossment]] to the [[Avatars]] and the game in general already before gameplay begins. For [[Multiplayer Games]], [[Handles]] presented [[Geospatial Game Widgets]] hovering above the [[Avatars]] can make each players' identity unique. Going further, differences in [[Avatars]]' appearances or [[Game State Indicators]] can be vital to express [[Asymmetric Abilities]] and [[Privileged Abilities]] in order to support players, both in finding [[Achilles' Heels]] in enemies and supporting team play, and [[Team Combos]] in particular, within [[Teams]]. For games with [[Functional Roles]] these differences can easily be shown as changes in general appearance or clothing, while games with [[Vehicles]] or [[Equipment]] such as [[Armor]], [[Cosmetic Game Items]], [[Tools]], and [[Weapons]] can simply integrate the presentation of these with the [[Avatars]]. In other cases, e.g. games with [[Power-Ups]], [[Geospatial Game Widgets]] may be more appropriate instead, as for example is done for the showing that someone has the ''Quad Damage'' [[Power-Ups|Power-Up]] in the [[Quake series]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Avatar Personalization]] is the ability to change [[Avatars]]' appearance, which although it does not direct affect gameplay can be important. While [[Avatars]] names are not part of their diegetic appearance, [[Naming]] can be seen as a variant of this personalization since it changes how the [[Avatars]] are presented to players. In games such as [[Tiger Woods PGA Tour]] and the third installment of the [[Fallout series]], the [[Initial Personalization]] not only includes gameplay options but also purely cosmetic choices. By doing so, players have two different avenues to create [[Emotional Engrossment]] to the [[Avatars]] and the game in general already before gameplay begins. For [[Multiplayer Games]], [[Handles]] presented [[Geospatial Game Widgets]] hovering above the [[Avatars]] can make each players' identity unique. Going further, differences in [[Avatars]]' appearances or [[Game State Indicators]] can be vital to express [[Asymmetric Abilities]] and [[Privileged Abilities]] in order to support players, both in finding [[Achilles' Heels]] in enemies and supporting team play, and [[Team Combos]] in particular, within [[Teams<ins class="diffchange diffchange-inline">]] of [[Avatars</ins>]]. For games with [[Functional Roles]] these differences can easily be shown as changes in general appearance or clothing, while games with [[Vehicles]] or [[Equipment]] such as [[Armor]], [[Cosmetic Game Items]], [[Tools]], and [[Weapons]] can simply integrate the presentation of these with the [[Avatars]]. In other cases, e.g. games with [[Power-Ups]], [[Geospatial Game Widgets]] may be more appropriate instead, as for example is done for the showing that someone has the ''Quad Damage'' [[Power-Ups|Power-Up]] in the [[Quake series]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In games with [[Hybrid Gameplay Spaces]], [[Player-Avatar Proximity]] modify [[Avatars]] so they can not only interact with other [[Avatars]] (and other virtual gameplay elements) but also with players.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In games with [[Hybrid Gameplay Spaces]], [[Player-Avatar Proximity]] modify [[Avatars]] so they can not only interact with other [[Avatars]] (and other virtual gameplay elements) but also with players.</div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Teams]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Thematic Consistency]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Thematic Consistency]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Third-Person Views]], [[Tools]],</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Third-Person Views]], [[Tools]],</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=22392&oldid=prevStaffan Björk at 19:19, 29 July 20152015-07-29T19:19:01Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Diegetic Consistency]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Diegetic Consistency]],  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Eliminate]], [[Emotional Engrossment]], [[Enemies]],  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Eliminate]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Emotional Engrossment]], [[Enemies]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game World Exploration]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game World Exploration]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Focus Loci]], [[Fog of War]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Focus Loci]], [[Fog of War]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=19264&oldid=prevStaffan Björk at 18:57, 12 September 20142014-09-12T18:57:44Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 18:57, 12 September 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l27" >Line 27:</td>
<td colspan="2" class="diff-lineno">Line 27:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Two main requirements are needed for players to perceive themselves as having [[Avatars]] in the game. First, that a single entity in the [[Game Worlds|Game World]] is their primary ability to affect the game, i.e. that person is their [[Focus Loci]] (since controlling several game elements give rise to the [[Units]] patterns). Second, that the game (or other players) can affect the players' success or failure regarding gameplay through the entity. This does not mean that players only can have one specific [[Avatars|Avatar]] during a complete game session, simply that one only has one at any given time. Examples of using more than one [[Avatars|Avatar]] include [[Fahrenheit]], where the player switching between several different protagonists in the game story, and [[Cursor*10]] where players cooperate with previous instances of their [[Avatars]]. Games such as [[Sleepwalker]] and [[Mario & Luigi: Partners in Time]] blur the distinction between [[Avatars]] and [[Units]] by having several diegetic persons that they have to take care of (they can be said to instantiate a weak form of [[Parallel Lives]] but where the [[Avatars]] are controlled as one group and losing one may immediately have bad effects). A weaker form of this blurring can be found in games where players'  have [[Companions]] more limited than full-fledged [[AI Players]] that accompany the [[Avatars]], e.g. the dogs in the [[Fallout series]], [[Shadow Dancer]], and [[Fable II]], and the various [[Companions]] in [[Torchlight]]. Another variation of [[Avatars]] is to use them in a layered fashion where a player's [[Avatars|Avatar]] controls another game element directly. This typically presented to the player by replacing the [[Avatars|Avatar]] with the other game element and providing the actions of the game element to the player. Examples of this are the possessing of other droids in [[Paradroid]] and the possibility to enter the driving position in vehicles in [[Battlefield 1942]]. Note that the controlling of [[Avatars]] can be dislocated from the [[Avatars]] themselves by using [[God Fingers]] to give the actual instructions on what they should do - the [[Sims series]] is an example of this. This is ''not'' [[Indirect Control]] of the [[Avatars]] since players do not have to act through any other game element to reach the effects they want, it is simply that the giving of instructions are done indirectly.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Two main requirements are needed for players to perceive themselves as having [[Avatars]] in the game. First, that a single entity in the [[Game Worlds|Game World]] is their primary ability to affect the game, i.e. that person is their [[Focus Loci]] (since controlling several game elements give rise to the [[Units]] patterns). Second, that the game (or other players) can affect the players' success or failure regarding gameplay through the entity. This does not mean that players only can have one specific [[Avatars|Avatar]] during a complete game session, simply that one only has one at any given time. Examples of using more than one [[Avatars|Avatar]] include [[Fahrenheit]], where the player switching between several different protagonists in the game story, and [[Cursor*10]] where players cooperate with previous instances of their [[Avatars]]. Games such as [[Sleepwalker]] and [[Mario & Luigi: Partners in Time]] blur the distinction between [[Avatars]] and [[Units]] by having several diegetic persons that they have to take care of (they can be said to instantiate a weak form of [[Parallel Lives]] but where the [[Avatars]] are controlled as one group and losing one may immediately have bad effects). A weaker form of this blurring can be found in games where players'  have [[Companions]] more limited than full-fledged [[AI Players]] that accompany the [[Avatars]], e.g. the dogs in the [[Fallout series]], [[Shadow Dancer]], and [[Fable II]], and the various [[Companions]] in [[Torchlight]]. Another variation of [[Avatars]] is to use them in a layered fashion where a player's [[Avatars|Avatar]] controls another game element directly. This typically presented to the player by replacing the [[Avatars|Avatar]] with the other game element and providing the actions of the game element to the player. Examples of this are the possessing of other droids in [[Paradroid]] and the possibility to enter the driving position in vehicles in [[Battlefield 1942]]. Note that the controlling of [[Avatars]] can be dislocated from the [[Avatars]] themselves by using [[God Fingers]] to give the actual instructions on what they should do - the [[Sims series]] is an example of this. This is ''not'' [[Indirect Control]] of the [[Avatars]] since players do not have to act through any other game element to reach the effects they want, it is simply that the giving of instructions are done indirectly.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Choosing the <del class="diffchange diffchange-inline">abilities </del>[[Avatars]] provide naturally depends on the intended gameplay and theme, but some are more likely than others. [[Movement]] is very common ability used with [[Avatars]], both to allow explorations and re-positioning in the [[Game Worlds]] and since players are used to thinking about themselves in relation to their locomotion. Related to [[Movement]] is the consideration if the [[Avatars]] should be [[Diegetically Tangible Game Items]] - if they are they can become [[Obstacles]] to the [[Movement]] of other game elements, and in [[Multiplayer Games]], other [[Avatars]]. Also related to this is if they should extend [[Zone of Control|Zones of Control]], i.e. affect the [[Abilities]] of those next to them. Another common ability is perception, i.e. that the [[Avatars]] can detect some aspects of the [[Game Worlds|Game World]] but not other. Note that this can be used both to limit what actions are possible (e.g. only being able to shoot enemies which are in the [[Avatars|Avatar's]] [[Line of Sight]]) but also to limit the ''players''' information about the game state, i.e. provide a form of [[Fog of War]] and make [[God Views]] impossible. That latter is typically a natural consequence of [[First-Person Views]] unless the [[Game Worlds|Game World]] has very few [[Obstacles]]. [[Combat]] is also a common ability for [[Avatars]] and makes [[Capture]] and [[Eliminate]] goals possible. Although more common for [[Characters]], actions related to [[Transferable Items]], e.g. [[Trading]] and [[Stealing]], can sometimes be appropriate for [[Avatars]]. A rather rare ability for [[Avatars]] but which can be vital in [[Multiplayer Games|Multiplayer]] first-person shooters is to allow some [[Avatars]] to have the [[Privileged Abilities|Privileged Ability]] of being able to act as a [[Spawn Points|Spawn Point]]. Besides what actions the avatars can perform, their likelihood to succeed can be linked either to the [[Characters|Character]] statistics, player skill, or [[Player/Character Skill Composites]] and the choices made here typically determine the proportions importance of [[Dexterity-Based Actions]] and [[Tactical Planning]] in the game.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Choosing <ins class="diffchange diffchange-inline">which [[Abilities]] </ins>the [[Avatars]] <ins class="diffchange diffchange-inline">should </ins>provide naturally depends on the intended gameplay and theme, but some are more likely than others. [[Movement]] is very common ability used with [[Avatars]], both to allow explorations and re-positioning in the [[Game Worlds]] and since players are used to thinking about themselves in relation to their locomotion. Related to [[Movement]] is the consideration if the [[Avatars]] should be [[Diegetically Tangible Game Items]] - if they are they can become [[Obstacles]] to the [[Movement]] of other game elements, and in [[Multiplayer Games]], other [[Avatars]]. Also related to this is if they should extend [[Zone of Control|Zones of Control]], i.e. affect the [[Abilities]] of those next to them. Another common ability is perception, i.e. that the [[Avatars]] can detect some aspects of the [[Game Worlds|Game World]] but not other. Note that this can be used both to limit what actions are possible (e.g. only being able to shoot enemies which are in the [[Avatars|Avatar's]] [[Line of Sight]]) but also to limit the ''players''' information about the game state, i.e. provide a form of [[Fog of War]] and make [[God Views]] impossible. That latter is typically a natural consequence of [[First-Person Views]] unless the [[Game Worlds|Game World]] has very few [[Obstacles]]. [[Combat]] is also a common ability for [[Avatars]] and makes [[Capture]] and [[Eliminate]] goals possible. Although more common for [[Characters]], actions related to [[Transferable Items]], e.g. [[Trading]] and [[Stealing]], can sometimes be appropriate for [[Avatars]]. A rather rare ability for [[Avatars]] but which can be vital in [[Multiplayer Games|Multiplayer]] first-person shooters is to allow some [[Avatars]] to have the [[Privileged Abilities|Privileged Ability]] of being able to act as a [[Spawn Points|Spawn Point]]. Besides what actions the avatars can perform, their likelihood to succeed can be linked either to the [[Characters|Character]] statistics, player skill, or [[Player/Character Skill Composites]] and the choices made here typically determine the proportions importance of [[Dexterity-Based Actions]] and [[Tactical Planning]] in the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[Challenging Gameplay]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[Predetermined Story Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[Challenging Gameplay]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[Predetermined Story Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=19155&oldid=prevStaffan Björk at 18:26, 7 September 20142014-09-07T18:26:36Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 18:26, 7 September 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l29" >Line 29:</td>
<td colspan="2" class="diff-lineno">Line 29:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Choosing the abilities [[Avatars]] provide naturally depends on the intended gameplay and theme, but some are more likely than others. [[Movement]] is very common ability used with [[Avatars]], both to allow explorations and re-positioning in the [[Game Worlds]] and since players are used to thinking about themselves in relation to their locomotion. Related to [[Movement]] is the consideration if the [[Avatars]] should be [[Diegetically Tangible Game Items]] - if they are they can become [[Obstacles]] to the [[Movement]] of other game elements, and in [[Multiplayer Games]], other [[Avatars]]. Also related to this is if they should extend [[Zone of Control|Zones of Control]], i.e. affect the [[Abilities]] of those next to them. Another common ability is perception, i.e. that the [[Avatars]] can detect some aspects of the [[Game Worlds|Game World]] but not other. Note that this can be used both to limit what actions are possible (e.g. only being able to shoot enemies which are in the [[Avatars|Avatar's]] [[Line of Sight]]) but also to limit the ''players''' information about the game state, i.e. provide a form of [[Fog of War]] and make [[God Views]] impossible. That latter is typically a natural consequence of [[First-Person Views]] unless the [[Game Worlds|Game World]] has very few [[Obstacles]]. [[Combat]] is also a common ability for [[Avatars]] and makes [[Capture]] and [[Eliminate]] goals possible. Although more common for [[Characters]], actions related to [[Transferable Items]], e.g. [[Trading]] and [[Stealing]], can sometimes be appropriate for [[Avatars]]. A rather rare ability for [[Avatars]] but which can be vital in [[Multiplayer Games|Multiplayer]] first-person shooters is to allow some [[Avatars]] to have the [[Privileged Abilities|Privileged Ability]] of being able to act as a [[Spawn Points|Spawn Point]]. Besides what actions the avatars can perform, their likelihood to succeed can be linked either to the [[Characters|Character]] statistics, player skill, or [[Player/Character Skill Composites]] and the choices made here typically determine the proportions importance of [[Dexterity-Based Actions]] and [[Tactical Planning]] in the game.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Choosing the abilities [[Avatars]] provide naturally depends on the intended gameplay and theme, but some are more likely than others. [[Movement]] is very common ability used with [[Avatars]], both to allow explorations and re-positioning in the [[Game Worlds]] and since players are used to thinking about themselves in relation to their locomotion. Related to [[Movement]] is the consideration if the [[Avatars]] should be [[Diegetically Tangible Game Items]] - if they are they can become [[Obstacles]] to the [[Movement]] of other game elements, and in [[Multiplayer Games]], other [[Avatars]]. Also related to this is if they should extend [[Zone of Control|Zones of Control]], i.e. affect the [[Abilities]] of those next to them. Another common ability is perception, i.e. that the [[Avatars]] can detect some aspects of the [[Game Worlds|Game World]] but not other. Note that this can be used both to limit what actions are possible (e.g. only being able to shoot enemies which are in the [[Avatars|Avatar's]] [[Line of Sight]]) but also to limit the ''players''' information about the game state, i.e. provide a form of [[Fog of War]] and make [[God Views]] impossible. That latter is typically a natural consequence of [[First-Person Views]] unless the [[Game Worlds|Game World]] has very few [[Obstacles]]. [[Combat]] is also a common ability for [[Avatars]] and makes [[Capture]] and [[Eliminate]] goals possible. Although more common for [[Characters]], actions related to [[Transferable Items]], e.g. [[Trading]] and [[Stealing]], can sometimes be appropriate for [[Avatars]]. A rather rare ability for [[Avatars]] but which can be vital in [[Multiplayer Games|Multiplayer]] first-person shooters is to allow some [[Avatars]] to have the [[Privileged Abilities|Privileged Ability]] of being able to act as a [[Spawn Points|Spawn Point]]. Besides what actions the avatars can perform, their likelihood to succeed can be linked either to the [[Characters|Character]] statistics, player skill, or [[Player/Character Skill Composites]] and the choices made here typically determine the proportions importance of [[Dexterity-Based Actions]] and [[Tactical Planning]] in the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[<del class="diffchange diffchange-inline">Right Level of Difficulty</del>]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[Predetermined Story Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[<ins class="diffchange diffchange-inline">Challenging Gameplay</ins>]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[Predetermined Story Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Linking the success or failure of the gameplay to [[Avatars]] can be done in many ways. [[Race]], [[Traverse]], [[Deliver]], [[Herd]], and [[Contact]] goals naturally depend on the [[Avatars]] movement if their positions are used to determine if the end conditions have been reached. [[Game World Exploration]] can likewise be used if the game uses the [[Avatars]]' modes of perception to judge what has been found. The use of [[Damage]] (and by extension [[Eliminate]]) due to [[Combat]] or [[Traps]] is a very common way to make [[Avatars]] vulnerable and players' succeed linked to them, but [[Ability Losses]] (including [[Privileged Abilities]]), or losses of [[Scores|Score]] points or [[Tools]] are other possibilities.  Although these introduce negative possibilities for the players, once these vulnerabilities have been established they allow for the goals of [[Evade]] and [[Stealth]] to be linked to the [[Avatars]]. In general, any type of [[Penalties]] that can be avoided through [[Avatars|Avatar]] [[Movement]] leads to players having [[Evade]] goals. More specific goals that can be introduced in this way, especially when combined with [[Multiplayer Games]] and common [[Eliminate]] goals are [[King of the Hill]] and [[Last Man Standing]]. The death or [[Eliminate|Elimination]] of [[Avatars]] typically either signifies the end of the game (if [[Permadeath]] is used), [[Downtime]] before the next round begins or other types of [[Death Consequences]], or the loss of one of the [[Lives]] available (and in the last case requires [[Spawning]] or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Linking the success or failure of the gameplay to [[Avatars]] can be done in many ways. [[Race]], [[Traverse]], [[Deliver]], [[Herd]], and [[Contact]] goals naturally depend on the [[Avatars]] movement if their positions are used to determine if the end conditions have been reached. [[Game World Exploration]] can likewise be used if the game uses the [[Avatars]]' modes of perception to judge what has been found. The use of [[Damage]] (and by extension [[Eliminate]]) due to [[Combat]] or [[Traps]] is a very common way to make [[Avatars]] vulnerable and players' succeed linked to them, but [[Ability Losses]] (including [[Privileged Abilities]]), or losses of [[Scores|Score]] points or [[Tools]] are other possibilities.  Although these introduce negative possibilities for the players, once these vulnerabilities have been established they allow for the goals of [[Evade]] and [[Stealth]] to be linked to the [[Avatars]]. In general, any type of [[Penalties]] that can be avoided through [[Avatars|Avatar]] [[Movement]] leads to players having [[Evade]] goals. More specific goals that can be introduced in this way, especially when combined with [[Multiplayer Games]] and common [[Eliminate]] goals are [[King of the Hill]] and [[Last Man Standing]]. The death or [[Eliminate|Elimination]] of [[Avatars]] typically either signifies the end of the game (if [[Permadeath]] is used), [[Downtime]] before the next round begins or other types of [[Death Consequences]], or the loss of one of the [[Lives]] available (and in the last case requires [[Spawning]] or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=18617&oldid=prevStaffan Björk at 07:36, 30 July 20142014-07-30T07:36:45Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 07:36, 30 July 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l29" >Line 29:</td>
<td colspan="2" class="diff-lineno">Line 29:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Choosing the abilities [[Avatars]] provide naturally depends on the intended gameplay and theme, but some are more likely than others. [[Movement]] is very common ability used with [[Avatars]], both to allow explorations and re-positioning in the [[Game Worlds]] and since players are used to thinking about themselves in relation to their locomotion. Related to [[Movement]] is the consideration if the [[Avatars]] should be [[Diegetically Tangible Game Items]] - if they are they can become [[Obstacles]] to the [[Movement]] of other game elements, and in [[Multiplayer Games]], other [[Avatars]]. Also related to this is if they should extend [[Zone of Control|Zones of Control]], i.e. affect the [[Abilities]] of those next to them. Another common ability is perception, i.e. that the [[Avatars]] can detect some aspects of the [[Game Worlds|Game World]] but not other. Note that this can be used both to limit what actions are possible (e.g. only being able to shoot enemies which are in the [[Avatars|Avatar's]] [[Line of Sight]]) but also to limit the ''players''' information about the game state, i.e. provide a form of [[Fog of War]] and make [[God Views]] impossible. That latter is typically a natural consequence of [[First-Person Views]] unless the [[Game Worlds|Game World]] has very few [[Obstacles]]. [[Combat]] is also a common ability for [[Avatars]] and makes [[Capture]] and [[Eliminate]] goals possible. Although more common for [[Characters]], actions related to [[Transferable Items]], e.g. [[Trading]] and [[Stealing]], can sometimes be appropriate for [[Avatars]]. A rather rare ability for [[Avatars]] but which can be vital in [[Multiplayer Games|Multiplayer]] first-person shooters is to allow some [[Avatars]] to have the [[Privileged Abilities|Privileged Ability]] of being able to act as a [[Spawn Points|Spawn Point]]. Besides what actions the avatars can perform, their likelihood to succeed can be linked either to the [[Characters|Character]] statistics, player skill, or [[Player/Character Skill Composites]] and the choices made here typically determine the proportions importance of [[Dexterity-Based Actions]] and [[Tactical Planning]] in the game.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Choosing the abilities [[Avatars]] provide naturally depends on the intended gameplay and theme, but some are more likely than others. [[Movement]] is very common ability used with [[Avatars]], both to allow explorations and re-positioning in the [[Game Worlds]] and since players are used to thinking about themselves in relation to their locomotion. Related to [[Movement]] is the consideration if the [[Avatars]] should be [[Diegetically Tangible Game Items]] - if they are they can become [[Obstacles]] to the [[Movement]] of other game elements, and in [[Multiplayer Games]], other [[Avatars]]. Also related to this is if they should extend [[Zone of Control|Zones of Control]], i.e. affect the [[Abilities]] of those next to them. Another common ability is perception, i.e. that the [[Avatars]] can detect some aspects of the [[Game Worlds|Game World]] but not other. Note that this can be used both to limit what actions are possible (e.g. only being able to shoot enemies which are in the [[Avatars|Avatar's]] [[Line of Sight]]) but also to limit the ''players''' information about the game state, i.e. provide a form of [[Fog of War]] and make [[God Views]] impossible. That latter is typically a natural consequence of [[First-Person Views]] unless the [[Game Worlds|Game World]] has very few [[Obstacles]]. [[Combat]] is also a common ability for [[Avatars]] and makes [[Capture]] and [[Eliminate]] goals possible. Although more common for [[Characters]], actions related to [[Transferable Items]], e.g. [[Trading]] and [[Stealing]], can sometimes be appropriate for [[Avatars]]. A rather rare ability for [[Avatars]] but which can be vital in [[Multiplayer Games|Multiplayer]] first-person shooters is to allow some [[Avatars]] to have the [[Privileged Abilities|Privileged Ability]] of being able to act as a [[Spawn Points|Spawn Point]]. Besides what actions the avatars can perform, their likelihood to succeed can be linked either to the [[Characters|Character]] statistics, player skill, or [[Player/Character Skill Composites]] and the choices made here typically determine the proportions importance of [[Dexterity-Based Actions]] and [[Tactical Planning]] in the game.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[Right Level of Difficulty]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[<del class="diffchange diffchange-inline">Narration </del>Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[Right Level of Difficulty]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[<ins class="diffchange diffchange-inline">Predetermined Story </ins>Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Linking the success or failure of the gameplay to [[Avatars]] can be done in many ways. [[Race]], [[Traverse]], [[Deliver]], [[Herd]], and [[Contact]] goals naturally depend on the [[Avatars]] movement if their positions are used to determine if the end conditions have been reached. [[Game World Exploration]] can likewise be used if the game uses the [[Avatars]]' modes of perception to judge what has been found. The use of [[Damage]] (and by extension [[Eliminate]]) due to [[Combat]] or [[Traps]] is a very common way to make [[Avatars]] vulnerable and players' succeed linked to them, but [[Ability Losses]] (including [[Privileged Abilities]]), or losses of [[Scores|Score]] points or [[Tools]] are other possibilities.  Although these introduce negative possibilities for the players, once these vulnerabilities have been established they allow for the goals of [[Evade]] and [[Stealth]] to be linked to the [[Avatars]]. In general, any type of [[Penalties]] that can be avoided through [[Avatars|Avatar]] [[Movement]] leads to players having [[Evade]] goals. More specific goals that can be introduced in this way, especially when combined with [[Multiplayer Games]] and common [[Eliminate]] goals are [[King of the Hill]] and [[Last Man Standing]]. The death or [[Eliminate|Elimination]] of [[Avatars]] typically either signifies the end of the game (if [[Permadeath]] is used), [[Downtime]] before the next round begins or other types of [[Death Consequences]], or the loss of one of the [[Lives]] available (and in the last case requires [[Spawning]] or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Linking the success or failure of the gameplay to [[Avatars]] can be done in many ways. [[Race]], [[Traverse]], [[Deliver]], [[Herd]], and [[Contact]] goals naturally depend on the [[Avatars]] movement if their positions are used to determine if the end conditions have been reached. [[Game World Exploration]] can likewise be used if the game uses the [[Avatars]]' modes of perception to judge what has been found. The use of [[Damage]] (and by extension [[Eliminate]]) due to [[Combat]] or [[Traps]] is a very common way to make [[Avatars]] vulnerable and players' succeed linked to them, but [[Ability Losses]] (including [[Privileged Abilities]]), or losses of [[Scores|Score]] points or [[Tools]] are other possibilities.  Although these introduce negative possibilities for the players, once these vulnerabilities have been established they allow for the goals of [[Evade]] and [[Stealth]] to be linked to the [[Avatars]]. In general, any type of [[Penalties]] that can be avoided through [[Avatars|Avatar]] [[Movement]] leads to players having [[Evade]] goals. More specific goals that can be introduced in this way, especially when combined with [[Multiplayer Games]] and common [[Eliminate]] goals are [[King of the Hill]] and [[Last Man Standing]]. The death or [[Eliminate|Elimination]] of [[Avatars]] typically either signifies the end of the game (if [[Permadeath]] is used), [[Downtime]] before the next round begins or other types of [[Death Consequences]], or the loss of one of the [[Lives]] available (and in the last case requires [[Spawning]] or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].  </div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l35" >Line 35:</td>
<td colspan="2" class="diff-lineno">Line 35:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Besides these two necessary conditions, the [[Avatars]] relation to its surroundings and other diegetic persons are fundamental in how they are perceived. The use of [[Traps]], [[Environmental Effects]], [[Inaccessible Areas]], [[Obstacles]], [[Diegetically Outstanding Features]], and [[Safe Havens]] not only help define the [[Game Worlds]] but also the [[Avatars]] through how they affect them. [[Diegetically Tangible Game Items]] can serve many of these purposes while also having the functionality of various types of [[Game Items]]. That game elements in [[Game Worlds]] can help define [[Avatars]] becomes especially true if there are many types of playable [[Avatars]] or the [[Avatars]] are affected differently than [[Enemies]] and other [[Agents]], e.g. through having different rules concerning [[Line of Sight]]. Reversely, if [[Avatars]] block [[Line of Sight]] or not when this pattern is used affects the [[Avatars]] relation to the [[Game Worlds|Game World]]. [[Automated Responses]], actions initiated by the [[Avatars]] themselves without player interference, are ways to inform players about possible actions (e.g. by the [[Avatars]] glancing at them or commenting them) or possible dangers (e.g. how [[Avatars]] in [[Assassin's Creed 2]] and [[Prince of Persia]] make animations of regaining their balance after nearly falling of ledges when players have moved them to close).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Besides these two necessary conditions, the [[Avatars]] relation to its surroundings and other diegetic persons are fundamental in how they are perceived. The use of [[Traps]], [[Environmental Effects]], [[Inaccessible Areas]], [[Obstacles]], [[Diegetically Outstanding Features]], and [[Safe Havens]] not only help define the [[Game Worlds]] but also the [[Avatars]] through how they affect them. [[Diegetically Tangible Game Items]] can serve many of these purposes while also having the functionality of various types of [[Game Items]]. That game elements in [[Game Worlds]] can help define [[Avatars]] becomes especially true if there are many types of playable [[Avatars]] or the [[Avatars]] are affected differently than [[Enemies]] and other [[Agents]], e.g. through having different rules concerning [[Line of Sight]]. Reversely, if [[Avatars]] block [[Line of Sight]] or not when this pattern is used affects the [[Avatars]] relation to the [[Game Worlds|Game World]]. [[Automated Responses]], actions initiated by the [[Avatars]] themselves without player interference, are ways to inform players about possible actions (e.g. by the [[Avatars]] glancing at them or commenting them) or possible dangers (e.g. how [[Avatars]] in [[Assassin's Creed 2]] and [[Prince of Persia]] make animations of regaining their balance after nearly falling of ledges when players have moved them to close).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Additional design possibilities exist to let players have closer attachment with their [[Avatars]], with two common approaches being related to what ability or appearance they have. [[Initial Personalization]] let players choose or modify the [[Avatars]] before gameplay starts so they can suit the players' preferences regarding either gameplay or theme. [[Character Development]], which can either be a continuation of the [[Initial Personalization]] or an independent feature, let players fine-tune their [[Avatars]] as gameplay progresses. The effort these two patterns require from players is in itself a potential cause for them to feel an attachment to them; the [[Value of Effort]] makes it more compelling to care about the outcome. Although most often related to [[Characters]], [[<del class="diffchange diffchange-inline">Narration </del>Structures]] and diegetic-related patterns such as [[Loyalty]] can be applied when [[Avatars]] exist.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Additional design possibilities exist to let players have closer attachment with their [[Avatars]], with two common approaches being related to what ability or appearance they have. [[Initial Personalization]] let players choose or modify the [[Avatars]] before gameplay starts so they can suit the players' preferences regarding either gameplay or theme. [[Character Development]], which can either be a continuation of the [[Initial Personalization]] or an independent feature, let players fine-tune their [[Avatars]] as gameplay progresses. The effort these two patterns require from players is in itself a potential cause for them to feel an attachment to them; the [[Value of Effort]] makes it more compelling to care about the outcome. Although most often related to [[Characters]], [[<ins class="diffchange diffchange-inline">Predetermined Story </ins>Structures]] and diegetic-related patterns such as [[Loyalty]] can be applied when [[Avatars]] exist.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>While the pattern [[Characters]] handles abstract [[Attributes]] of diegetic individuals, it may be pointless to argue that both patterns exist in a game if there only exists a few [[Attributes]] and these are constantly presented to players. A typical example of this can be found in [[:Category:FPS Games|First-Person Shooters]] such as [[Battlefield 1942]] or the [[Quake series]] where [[HUD Interfaces]] display [[Health]] values, [[Ammunition]] left, and active [[Weapons|Weapon]]; here it is easier to consider these patterns (especially [[Health]] as being linked to [[Avatars]] rather than [[Characters]]. [[Equipment Slots]] can allow limited handling of [[Equipment]] without having to commit to the use of complete [[Inventories|Inventory]] systems. In contrast, [[Battlefield 2]] and [[Team Fortress 2]] store additional information related to [[Equipment]] and gameplay performances which qualify them to make use of the [[Characters]] pattern. Likewise, [[Invulnerabilities]] and [[Vulnerabilities]] (including [[Achilles' Heels]]) that do not develop over gameplay (due to being either permanent or very temporary) can be viewed as belong to [[Avatars]] unless the [[Characters]] pattern is used for additional purposes in games.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>While the pattern [[Characters]] handles abstract [[Attributes]] of diegetic individuals, it may be pointless to argue that both patterns exist in a game if there only exists a few [[Attributes]] and these are constantly presented to players. A typical example of this can be found in [[:Category:FPS Games|First-Person Shooters]] such as [[Battlefield 1942]] or the [[Quake series]] where [[HUD Interfaces]] display [[Health]] values, [[Ammunition]] left, and active [[Weapons|Weapon]]; here it is easier to consider these patterns (especially [[Health]] as being linked to [[Avatars]] rather than [[Characters]]. [[Equipment Slots]] can allow limited handling of [[Equipment]] without having to commit to the use of complete [[Inventories|Inventory]] systems. In contrast, [[Battlefield 2]] and [[Team Fortress 2]] store additional information related to [[Equipment]] and gameplay performances which qualify them to make use of the [[Characters]] pattern. Likewise, [[Invulnerabilities]] and [[Vulnerabilities]] (including [[Achilles' Heels]]) that do not develop over gameplay (due to being either permanent or very temporary) can be viewed as belong to [[Avatars]] unless the [[Characters]] pattern is used for additional purposes in games.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Focus Loci]], [[Fog of War]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Focus Loci]], [[Fog of War]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Element Insertion]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game Element Insertion]],  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Illusion of Influence]], [[Loyalty]], <del class="diffchange diffchange-inline">[[Narration Structures]], </del>[[Ownership]], [[Parallel Lives]],  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Illusion of Influence]], [[Loyalty]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Ownership]], [[Parallel Lives]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Permadeath]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Permadeath]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Predetermined Story Structures]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Roleplaying]], [[Spatial Engrossment]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Roleplaying]], [[Spatial Engrossment]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Spawn Points]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Spawn Points]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=18312&oldid=prevStaffan Björk at 18:38, 18 July 20142014-07-18T18:38:07Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 18:38, 18 July 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l31" >Line 31:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[Right Level of Difficulty]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[Narration Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Many games start with a [[Limited Set of Actions]] available through the [[Avatars]] and then expanding this through [[New Abilities]] as gameplay progresses. By doing this, as is done for example in the [[Super Mario|Super Mario series]] and [[The Legend of Zelda series]], the game can provide a [[Right Level of Difficulty]] in the beginning and a [[Smooth Learning Curves]] as the game commences. Note that [[New Abilities]] or [[Improved Abilities]] can be given either to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game Worlds|Game World]] or there are no observable abstract representations of [[Characters]] behind the [[Avatars]]. These [[New Abilities]] provide ways of having [[Character Development]] even in games that do not have explicit [[Characters]]. Another option to providing [[New Abilities]] to [[Avatars]] is through diegetically facilitated them through [[Location-Fixed Abilities]] such as [[Controllers]], [[Installations]], [[Tools]], or [[Vehicles]]. [[Game Items]] such as [[Weapons]] can provide both [[New Abilities|New]] and [[Improved Abilities]] while [[Armor]] can protected against [[Damage]]. Further, the game design can support the [[Narration Structures]] by limiting access to game areas until various [[Privileged Abilities]], or [[Privileged Movement]] to gain entry to [[Inaccessible Areas]], have been acquired.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Linking the success or failure of the gameplay to [[Avatars]] can be done in many ways. [[Race]], [[Traverse]], [[Deliver]], [[Herd]], and [[Contact]] goals naturally depend on the [[Avatars]] movement if their positions are used to determine if the end conditions have been reached. [[Game World Exploration]] can likewise be used if the game uses the [[Avatars]]' modes of perception to judge what has been found. The use of [[Damage]] (and by extension [[Eliminate]]) due to [[Combat]] or [[Traps]] is a very common way to make [[Avatars]] vulnerable and players' succeed linked to them, but [[Ability Losses]] (including [[Privileged Abilities]]), or losses of [[Score]] points or [[Tools]] are other possibilities.  Although these introduce negative possibilities for the players, once these vulnerabilities have been established they allow for the goals of [[Evade]] and [[Stealth]] to be linked to the [[Avatars]]. In general, any type of [[Penalties]] that can be avoided through [[Avatars|Avatar]] [[Movement]] leads to players having [[Evade]] goals. More specific goals that can be introduced in this way, especially when combined with [[Multiplayer Games]] and common [[Eliminate]] goals are [[King of the Hill]] and [[Last Man Standing]]. The death or [[Eliminate|Elimination]] of [[Avatars]] typically either signifies the end of the game (if [[Permadeath]] is used), [[Downtime]] before the next round begins or other types of [[Death Consequences]], or the loss of one of the [[Lives]] available (and in the last case requires [[Spawning]] or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Linking the success or failure of the gameplay to [[Avatars]] can be done in many ways. [[Race]], [[Traverse]], [[Deliver]], [[Herd]], and [[Contact]] goals naturally depend on the [[Avatars]] movement if their positions are used to determine if the end conditions have been reached. [[Game World Exploration]] can likewise be used if the game uses the [[Avatars]]' modes of perception to judge what has been found. The use of [[Damage]] (and by extension [[Eliminate]]) due to [[Combat]] or [[Traps]] is a very common way to make [[Avatars]] vulnerable and players' succeed linked to them, but [[Ability Losses]] (including [[Privileged Abilities]]), or losses of [[<ins class="diffchange diffchange-inline">Scores|</ins>Score]] points or [[Tools]] are other possibilities.  Although these introduce negative possibilities for the players, once these vulnerabilities have been established they allow for the goals of [[Evade]] and [[Stealth]] to be linked to the [[Avatars]]. In general, any type of [[Penalties]] that can be avoided through [[Avatars|Avatar]] [[Movement]] leads to players having [[Evade]] goals. More specific goals that can be introduced in this way, especially when combined with [[Multiplayer Games]] and common [[Eliminate]] goals are [[King of the Hill]] and [[Last Man Standing]]. The death or [[Eliminate|Elimination]] of [[Avatars]] typically either signifies the end of the game (if [[Permadeath]] is used), [[Downtime]] before the next round begins or other types of [[Death Consequences]], or the loss of one of the [[Lives]] available (and in the last case requires [[Spawning]] or the activation of a new [[Avatars|Avatar]]). This makes the [[Survive]] goal an integral part of many games using [[Avatars]].  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Besides these two necessary conditions, the [[Avatars]] relation to its surroundings and other diegetic persons are fundamental in how they are perceived. The use of [[Traps]], [[Environmental Effects]], [[Inaccessible Areas]], [[Obstacles]], [[Diegetically Outstanding Features]], and [[Safe Havens]] not only help define the [[Game Worlds]] but also the [[Avatars]] through how they affect them. [[Diegetically Tangible Game Items]] can serve many of these purposes while also having the functionality of various types of [[Game Items]]. That game elements in [[Game Worlds]] can help define [[Avatars]] becomes especially true if there are many types of playable [[Avatars]] or the [[Avatars]] are affected differently than [[Enemies]] and other [[Agents]], e.g. through having different rules concerning [[Line of Sight]]. Reversely, if [[Avatars]] block [[Line of Sight]] or not when this pattern is used affects the [[Avatars]] relation to the [[Game Worlds|Game World]]. [[Automated Responses]], actions initiated by the [[Avatars]] themselves without player interference, are ways to inform players about possible actions (e.g. by the [[Avatars]] glancing at them or commenting them) or possible dangers (e.g. how [[Avatars]] in [[Assassin's Creed 2]] and [[Prince of Persia]] make animations of regaining their balance after nearly falling of ledges when players have moved them to close).</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Besides these two necessary conditions, the [[Avatars]] relation to its surroundings and other diegetic persons are fundamental in how they are perceived. The use of [[Traps]], [[Environmental Effects]], [[Inaccessible Areas]], [[Obstacles]], [[Diegetically Outstanding Features]], and [[Safe Havens]] not only help define the [[Game Worlds]] but also the [[Avatars]] through how they affect them. [[Diegetically Tangible Game Items]] can serve many of these purposes while also having the functionality of various types of [[Game Items]]. That game elements in [[Game Worlds]] can help define [[Avatars]] becomes especially true if there are many types of playable [[Avatars]] or the [[Avatars]] are affected differently than [[Enemies]] and other [[Agents]], e.g. through having different rules concerning [[Line of Sight]]. Reversely, if [[Avatars]] block [[Line of Sight]] or not when this pattern is used affects the [[Avatars]] relation to the [[Game Worlds|Game World]]. [[Automated Responses]], actions initiated by the [[Avatars]] themselves without player interference, are ways to inform players about possible actions (e.g. by the [[Avatars]] glancing at them or commenting them) or possible dangers (e.g. how [[Avatars]] in [[Assassin's Creed 2]] and [[Prince of Persia]] make animations of regaining their balance after nearly falling of ledges when players have moved them to close).</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=18023&oldid=prevStaffan Björk at 19:09, 13 July 20142014-07-13T19:09:11Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 19:09, 13 July 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Category:Interface Patterns]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Patterns]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Patterns]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Game Element Patterns]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Game Element Patterns]]</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In games with [[Hybrid Gameplay Spaces]], [[Player-Avatar Proximity]] modify [[Avatars]] so they can not only interact with other [[Avatars]] (and other virtual gameplay elements) but also with players.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In games with [[Hybrid Gameplay Spaces]], [[Player-Avatar Proximity]] modify [[Avatars]] so they can not only interact with other [[Avatars]] (and other virtual gameplay elements) but also with players.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">=== Interface Aspects ===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">As a [[Focus Loci]] for players, [[Avatars]] is an [[Category:Interface Patterns|Interface Pattern]] and several of the patterns mentioned above, e.g. [[Avatar Personalization]], [[Handles]], and [[Geospatial Game Widgets]] concern how all players (not only the one controlling an avatar) can understand the game state related to the [[Avatars]]. In addition to these, [[Avatars]] may be designs so they can visually display [[Emotes]]; this allows them to display [[Emotional Attachment]] if used properly.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l85" >Line 85:</td>
<td colspan="2" class="diff-lineno">Line 89:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Diegetically Tangible Game Items]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Diegetically Tangible Game Items]] ====</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Obstacles]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Obstacles]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==== with [[Emotes]] ====</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Emotional Attachment]]</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Mediated Gameplay]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Mediated Gameplay]] ====</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l117" >Line 117:</td>
<td colspan="2" class="diff-lineno">Line 124:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Diegetically Outstanding Features]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Diegetically Outstanding Features]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Eliminate]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Eliminate]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Emotes]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Environmental Effects]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Environmental Effects]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Equipment]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Equipment]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=18013&oldid=prevStaffan Björk at 18:49, 13 July 20142014-07-13T18:49:05Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 18:49, 13 July 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l45" >Line 45:</td>
<td colspan="2" class="diff-lineno">Line 45:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The difference or similarity of both appearance and abilities between players' [[Avatars]] and [[Enemies]] can be used to magnify the diegetic difference in power. This is often done for [[Boss Monsters]] (e.g. the [[Super Mario series]] and the [[God of War series]]) but is some cases for all [[Enemies]] (e.g. in [[Shadow of the Colossus]]). By having a large difference in size and at the same time restricting the movement of the opponent, the game can provide [[Challenging Gameplay]] but not overwhelmingly so even the depiction claims this.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The difference or similarity of both appearance and abilities between players' [[Avatars]] and [[Enemies]] can be used to magnify the diegetic difference in power. This is often done for [[Boss Monsters]] (e.g. the [[Super Mario series]] and the [[God of War series]]) but is some cases for all [[Enemies]] (e.g. in [[Shadow of the Colossus]]). By having a large difference in size and at the same time restricting the movement of the opponent, the game can provide [[Challenging Gameplay]] but not overwhelmingly so even the depiction claims this.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>When [[Avatars|Avatars']] fate are linked to how well players complete the gameplay, this can provide [[Emotional <del class="diffchange diffchange-inline">Attachment</del>]] but this can also be done through supporting players in having sympathies towards the [[Avatars]]. This can be achieved diegetically through a design so that the [[Avatars]] have a appealing personality or appearance, have been mistreated, or have abilities players would like to have. However, [[Avatars]] do not usually have strongly developed personalities as this can prevent the players from interpreting what they want into the [[Avatars|Avatar's]] actions. Further, if the [[Avatar]] can initiate actions on its own, e.g. in the form of [[Cutscenes]], this can lessens the players' [[Freedom of Choice]] and may destroy an [[Illusion of Influence]] as well as their [[Emotional <del class="diffchange diffchange-inline">Atttachment</del>]] directed towards other objects or players in the Game World.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>When [[Avatars|Avatars']] fate are linked to how well players complete the gameplay, this can provide [[Emotional <ins class="diffchange diffchange-inline">Engrossment</ins>]] but this can also be done through supporting players in having sympathies towards the [[Avatars]]. This can be achieved diegetically through a design so that the [[Avatars]] have a appealing personality or appearance, have been mistreated, or have abilities players would like to have. However, [[Avatars]] do not usually have strongly developed personalities as this can prevent the players from interpreting what they want into the [[Avatars|Avatar's]] actions. Further, if the [[Avatar]] can initiate actions on its own, e.g. in the form of [[Cutscenes]], this can lessens the players' [[Freedom of Choice]] and may destroy an [[Illusion of Influence]] as well as their [[Emotional <ins class="diffchange diffchange-inline">Engrossment</ins>]] directed towards other objects or players in the Game World.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Avatar Personalization]] is the ability to change [[Avatars]]' appearance, which although it does not direct affect gameplay can be important. While [[Avatars]] names are not part of their diegetic appearance, [[Naming]] can be seen as a variant of this personalization since it changes how the [[Avatars]] are presented to players. In games such as [[Tiger Woods PGA Tour]] and the third installment of the [[Fallout series]], the [[Initial Personalization]] not only includes gameplay options but also purely cosmetic choices. By doing so, players have two different avenues to create [[Emotional <del class="diffchange diffchange-inline">Attachment</del>]] to the [[Avatars]] and the game in general already before gameplay begins. For [[Multiplayer Games]], [[Handles]] presented [[Geospatial Game Widgets]] hovering above the [[Avatars]] can make each players' identity unique. Going further, differences in [[Avatars]]' appearances or [[Game State Indicators]] can be vital to express [[Asymmetric Abilities]] and [[Privileged Abilities]] in order to support players, both in finding [[Achilles' Heels]] in enemies and supporting team play, and [[Team Combos]] in particular, within [[Teams]]. For games with [[Functional Roles]] these differences can easily be shown as changes in general appearance or clothing, while games with [[Vehicles]] or [[Equipment]] such as [[Armor]], [[Cosmetic Game Items]], [[Tools]], and [[Weapons]] can simply integrate the presentation of these with the [[Avatars]]. In other cases, e.g. games with [[Power-Ups]], [[Geospatial Game Widgets]] may be more appropriate instead, as for example is done for the showing that someone has the ''Quad Damage'' [[Power-Ups|Power-Up]] in the [[Quake series]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Avatar Personalization]] is the ability to change [[Avatars]]' appearance, which although it does not direct affect gameplay can be important. While [[Avatars]] names are not part of their diegetic appearance, [[Naming]] can be seen as a variant of this personalization since it changes how the [[Avatars]] are presented to players. In games such as [[Tiger Woods PGA Tour]] and the third installment of the [[Fallout series]], the [[Initial Personalization]] not only includes gameplay options but also purely cosmetic choices. By doing so, players have two different avenues to create [[Emotional <ins class="diffchange diffchange-inline">Engrossment</ins>]] to the [[Avatars]] and the game in general already before gameplay begins. For [[Multiplayer Games]], [[Handles]] presented [[Geospatial Game Widgets]] hovering above the [[Avatars]] can make each players' identity unique. Going further, differences in [[Avatars]]' appearances or [[Game State Indicators]] can be vital to express [[Asymmetric Abilities]] and [[Privileged Abilities]] in order to support players, both in finding [[Achilles' Heels]] in enemies and supporting team play, and [[Team Combos]] in particular, within [[Teams]]. For games with [[Functional Roles]] these differences can easily be shown as changes in general appearance or clothing, while games with [[Vehicles]] or [[Equipment]] such as [[Armor]], [[Cosmetic Game Items]], [[Tools]], and [[Weapons]] can simply integrate the presentation of these with the [[Avatars]]. In other cases, e.g. games with [[Power-Ups]], [[Geospatial Game Widgets]] may be more appropriate instead, as for example is done for the showing that someone has the ''Quad Damage'' [[Power-Ups|Power-Up]] in the [[Quake series]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In games with [[Hybrid Gameplay Spaces]], [[Player-Avatar Proximity]] modify [[Avatars]] so they can not only interact with other [[Avatars]] (and other virtual gameplay elements) but also with players.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>In games with [[Hybrid Gameplay Spaces]], [[Player-Avatar Proximity]] modify [[Avatars]] so they can not only interact with other [[Avatars]] (and other virtual gameplay elements) but also with players.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Given that [[Avatars]] represent player agency in games and are inserted in the game when players enter games, they are examples of [[Game Element Insertion]] (having them present without players or their proxies controlling is possible but these version of [[Avatars]] should more correctly be called ''Horses''). [[Avatars]] are one way of giving players' [[Focus Loci]] that maintains [[Diegetic Consistency]] since they are diegetic entities, and as such they typically provide [[Freedom of Choice]] and [[Illusion of Influence]] from specific points within [[Game Worlds]]. Since they are also tightly connected to the players' success or failure in the game, they are a natural point of [[Emotional <del class="diffchange diffchange-inline">Attachment</del>]]. When they are the diegetic representations of players' [[Characters]], they also are an expression of player [[Ownership]]. Depending on the level of personality and goals described through the [[Characters]], and how acceptable those goals are to the players, [[Avatars]] also encourage [[Roleplaying]], but since the appearance of an [[Avatars|Avatar]] and its' possible actions restrict what players can do, the more these things are explicitly defined the more they restrict what type of [[Roleplaying]] is diegetically consistent. Even if the game does not present goals [[Roleplaying]] can emerge if players choose their own [[Player Defined Goals]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Given that [[Avatars]] represent player agency in games and are inserted in the game when players enter games, they are examples of [[Game Element Insertion]] (having them present without players or their proxies controlling is possible but these version of [[Avatars]] should more correctly be called ''Horses''). [[Avatars]] are one way of giving players' [[Focus Loci]] that maintains [[Diegetic Consistency]] since they are diegetic entities, and as such they typically provide [[Freedom of Choice]] and [[Illusion of Influence]] from specific points within [[Game Worlds]]. Since they are also tightly connected to the players' success or failure in the game, they are a natural point of [[Emotional <ins class="diffchange diffchange-inline">Engrossment</ins>]]. When they are the diegetic representations of players' [[Characters]], they also are an expression of player [[Ownership]]. Depending on the level of personality and goals described through the [[Characters]], and how acceptable those goals are to the players, [[Avatars]] also encourage [[Roleplaying]], but since the appearance of an [[Avatars|Avatar]] and its' possible actions restrict what players can do, the more these things are explicitly defined the more they restrict what type of [[Roleplaying]] is diegetically consistent. Even if the game does not present goals [[Roleplaying]] can emerge if players choose their own [[Player Defined Goals]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Representing the main protagonists in many cases, [[Agents]] are often vital for [[Thematic Consistency]] although they are also bounded by the specifics of the theme. Letting players engage in [[Naming]] their [[Avatars]] risks breaking this consistency but does provide a minimal level of [[Avatar Personalization]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Representing the main protagonists in many cases, [[Agents]] are often vital for [[Thematic Consistency]] although they are also bounded by the specifics of the theme. Letting players engage in [[Naming]] their [[Avatars]] risks breaking this consistency but does provide a minimal level of [[Avatar Personalization]].</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Dexterity-Based Actions]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Dexterity-Based Actions]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Diegetic Consistency]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Diegetic Consistency]],  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Eliminate]], [[Emotional <del class="diffchange diffchange-inline">Attachment</del>]], [[Enemies]],  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Eliminate]], [[Emotional <ins class="diffchange diffchange-inline">Engrossment</ins>]], [[Enemies]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game World Exploration]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game World Exploration]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Focus Loci]], [[Fog of War]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Focus Loci]], [[Fog of War]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Avatars&diff=15960&oldid=prevStaffan Björk at 09:22, 26 January 20122012-01-26T09:22:03Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 09:22, 26 January 2012</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l48" >Line 48:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Avatar Personalization]] is the ability to change [[Avatars]]' appearance, which although it does not direct affect gameplay can be important. While [[Avatars]] names are not part of their diegetic appearance, [[Naming]] can be seen as a variant of this personalization since it changes how the [[Avatars]] are presented to players. In games such as [[Tiger Woods PGA Tour]] and the third installment of the [[Fallout series]], the [[Initial Personalization]] not only includes gameplay options but also purely cosmetic choices. By doing so, players have two different avenues to create [[Emotional Attachment]] to the [[Avatars]] and the game in general already before gameplay begins. For [[Multiplayer Games]], [[Handles]] presented [[Geospatial Game Widgets]] hovering above the [[Avatars]] can make each players' identity unique. Going further, differences in [[Avatars]]' appearances or [[Game State Indicators]] can be vital to express [[Asymmetric Abilities]] and [[Privileged Abilities]] in order to support players, both in finding [[Achilles' Heels]] in enemies and supporting team play, and [[Team Combos]] in particular, within [[Teams]]. For games with [[Functional Roles]] these differences can easily be shown as changes in general appearance or clothing, while games with [[Vehicles]] or [[Equipment]] such as [[Armor]], [[Cosmetic Game Items]], [[Tools]], and [[Weapons]] can simply integrate the presentation of these with the [[Avatars]]. In other cases, e.g. games with [[Power-Ups]], [[Geospatial Game Widgets]] may be more appropriate instead, as for example is done for the showing that someone has the ''Quad Damage'' [[Power-Ups|Power-Up]] in the [[Quake series]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Avatar Personalization]] is the ability to change [[Avatars]]' appearance, which although it does not direct affect gameplay can be important. While [[Avatars]] names are not part of their diegetic appearance, [[Naming]] can be seen as a variant of this personalization since it changes how the [[Avatars]] are presented to players. In games such as [[Tiger Woods PGA Tour]] and the third installment of the [[Fallout series]], the [[Initial Personalization]] not only includes gameplay options but also purely cosmetic choices. By doing so, players have two different avenues to create [[Emotional Attachment]] to the [[Avatars]] and the game in general already before gameplay begins. For [[Multiplayer Games]], [[Handles]] presented [[Geospatial Game Widgets]] hovering above the [[Avatars]] can make each players' identity unique. Going further, differences in [[Avatars]]' appearances or [[Game State Indicators]] can be vital to express [[Asymmetric Abilities]] and [[Privileged Abilities]] in order to support players, both in finding [[Achilles' Heels]] in enemies and supporting team play, and [[Team Combos]] in particular, within [[Teams]]. For games with [[Functional Roles]] these differences can easily be shown as changes in general appearance or clothing, while games with [[Vehicles]] or [[Equipment]] such as [[Armor]], [[Cosmetic Game Items]], [[Tools]], and [[Weapons]] can simply integrate the presentation of these with the [[Avatars]]. In other cases, e.g. games with [[Power-Ups]], [[Geospatial Game Widgets]] may be more appropriate instead, as for example is done for the showing that someone has the ''Quad Damage'' [[Power-Ups|Power-Up]] in the [[Quake series]].</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">In games with [[Hybrid Gameplay Spaces]], [[Player-Avatar Proximity]] modify [[Avatars]] so they can not only interact with other [[Avatars]] (and other virtual gameplay elements) but also with players.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l134" >Line 134:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[New Abilities]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[New Abilities]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Obstacles]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Obstacles]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Player-Avatar Proximity]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Player/Character Skill Composites]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Privileged Abilities]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Privileged Abilities]],  </div></td></tr>
</table>Staffan Björk