Difference between revisions of "Character Defining Actions"

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(Created page with 'Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples ''That the choices of actions players make define their characters.'' Chara…')
 
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== Using the pattern ==
 
== Using the pattern ==
Using the Pattern: Character Defining Actions can be implemented by using patterns of Character Development (Björk, Holopainen, 2005) where the performed actions determine the areas of Gaining Competences—
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A primary choice when considering [[Character Defining Actions]] is if the gameplay should support defining [[Characters]] in the game system or support the social agreement between the players of what constitutes the [[Characters]]. It is possible to combine the two but this success of this depends on players' willingness to adjust their perceptions of the [[Characters]] to what the game system dictates.
via Skills (Björk, Holopainen, 2005), Improved Abilities (Björk, Holopainen, 2005), and New Abilities (Björk, Holopainen, 2005). Alternatively,
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actions can change the relations between the PC and NPC via Actions Have Social Consequences. The use of characters introduces pattern Character Defining Actions, as to how the player or the game system guide the character influence on how a player interprets the character.
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On a system level [[Character Defining Actions]] can be implemented by [[Character Development]] via [[Skills]], [[Improved Abilities]], and [[New Abilities]], where the performed actions determine the areas of competence gain. Alternatively, actions can change the relations between the PC and [[NPCs]] via [[Actions Have Diegetically Social Consequences]].  
Consequences: The choices of a player influence the perceived personality
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of the character. Moreover, the choices the player makes shapes the gameplay to match the traits of the character.
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Encouraging [[Roleplaying]] is another way to support [[Character Defining Actions]]
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Relations
 
Relations
——Instantiates: none
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Player-Designed Character, Internal Conflict
——Instantiated by: Character (Björk, Holopainen, 2005), Enforced Character Behavior
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Narrative Structures  
——Modulates: none
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Cut-Scenes  
——Modulated by: Character Development (Björk, Holopainen, 2005), Gain Competencies (Björk, Holopainen, 2005), Skills (Björk, Holopainen, 2005), Improved Abilities (Björk, Holopainen,
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2005), New Abilities (Björk, Holopainen, 2005), Actions have Social Consequences, Player-Designed Character, Internal Conflict
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——Potentially conflicting with: Narrative Structures (Björk, Holopainen,
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2005), Cut-Scenes (Björk, Holopainen, 2005)
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
As the [[Fable II]] example shows, changes in the way players' [[Characters]] are presenting is one way of providing feedback on [[Character Defining Actions]].
 
As the [[Fable II]] example shows, changes in the way players' [[Characters]] are presenting is one way of providing feedback on [[Character Defining Actions]].
 
=== Interface Aspects ===
 
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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In one sense the use of [[Characters]] introduces [[Character Defining Actions]], even if the game system does not provide support for changing statistics of the [[Characters]] based on players' actions. This since the actions performed influences how the players interpret the characters. This of course requires that players do some form of interpretation of the [[Characters]], which is not necessarily done in [[Single-Player Games]] but can be encouraged through [[Cut-Scenes]] or [[Third-Person Views]]. This may also be a problem in [[Multiplayer Games]] but there representation of other players' [[Characters]] offers additional possibilities for this interpretation. [[Roleplaying]] can further support this since it strengthens the differentiation between the players and the [[Characters]].
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When [[Character Development]] is used to achieve [[Character Defining Actions]], this supports [[Gain Competence]] goals and [[Planned Character Development]] if players have some form [[Freedom of Choice]] in what way to develop the [[Characters|Character]].
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The choices of a player influence the perceived personality
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of the character. Moreover, the choices the player makes shapes the gameplay to match the traits of the character.
  
 
== Relations ==
 
== Relations ==
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Characters]]
 
[[Characters]]
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[[Narrative Structures]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Roleplaying]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Game Masters]]
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===

Revision as of 14:50, 27 May 2010

That the choices of actions players make define their characters.

Characters under players' control in games give people the possibility to interact with the game world. Doing so does however also provide a means for those players to define those characters by changing their characteristics, or by filling in blank areas of their personalities or changing these. This can either be on a mechanical level by updates through game state variables or be on a social level on the agreement between players.

Examples

With the successfully use of a skill or ability in table-top role-playing games such as CORPS and Basic Roleplaying System one gets experience in those skills, and the skill will increase after enough use. A similar system is used in the Elders Scroll Series.

The choices players make in the Fable II changes their alignments, several independent measures including Good-Evil, Slim-Fat, Pure-Corrupt, and Scary-Funny. Besides influencing how NPCs react to the player characters, changes in these alignments also change the appearance of the avatars.

Using the pattern

A primary choice when considering Character Defining Actions is if the gameplay should support defining Characters in the game system or support the social agreement between the players of what constitutes the Characters. It is possible to combine the two but this success of this depends on players' willingness to adjust their perceptions of the Characters to what the game system dictates.

On a system level Character Defining Actions can be implemented by Character Development via Skills, Improved Abilities, and New Abilities, where the performed actions determine the areas of competence gain. Alternatively, actions can change the relations between the PC and NPCs via Actions Have Diegetically Social Consequences.

Encouraging Roleplaying is another way to support Character Defining Actions

Relations Player-Designed Character, Internal Conflict Narrative Structures Cut-Scenes

Diegetic Aspects

As the Fable II example shows, changes in the way players' Characters are presenting is one way of providing feedback on Character Defining Actions.

Narrative Aspects

Consequences

In one sense the use of Characters introduces Character Defining Actions, even if the game system does not provide support for changing statistics of the Characters based on players' actions. This since the actions performed influences how the players interpret the characters. This of course requires that players do some form of interpretation of the Characters, which is not necessarily done in Single-Player Games but can be encouraged through Cut-Scenes or Third-Person Views. This may also be a problem in Multiplayer Games but there representation of other players' Characters offers additional possibilities for this interpretation. Roleplaying can further support this since it strengthens the differentiation between the players and the Characters.

When Character Development is used to achieve Character Defining Actions, this supports Gain Competence goals and Planned Character Development if players have some form Freedom of Choice in what way to develop the Character.

The choices of a player influence the perceived personality of the character. Moreover, the choices the player makes shapes the gameplay to match the traits of the character.

Relations

Can Instantiate

Characters Narrative Structures

Can Modulate

Can Be Instantiated By

Roleplaying

Can Be Modulated By

Game Masters

Potentially Conflicting With

History

An updated version of the pattern Character Defining Actions, first introduced in Lankoski 2010[1].

References

  1. Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. PhD thesis at Aalto University. Publication Series of the School of Art and Design A 101.