Difference between revisions of "Character Development"

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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Rewards]]
  
 
=== Possible Closure Effects ===
 
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<references>
 
<references>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
<ref name="wiki">Wikipedia [http://en.wikipedia.org/wiki/Power-up entry] for Power-Ups.</ref>
 
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 16:06, 26 April 2011

The improvement of characters' abilities, skills, or powers.

Games that include characters under players' control often make it possible for these to have Character Development. On a general level, this can either be in the form of becoming more likely to succeed with actions, or make actions that were previously unavailable possible. It is typically explained within the setting of the game as the development of powers or skills, possibly through access to new tools, or the change of other characters' attitude towards that character.

Examples

The characters in the Sims series have numeric values of how well they are at the existing skills, and increasing these are a form of Character Development. Improving (or possibly decreasing) relationship values towards other characters can also be seen as a form of development, as can the increase in material wealth. Using a less complex model, the influence of virtual pets that Tamagochi toys allow players to have can be seen as a similar form of Character Development.

Many Tabletop Roleplaying Games allow various ways of Character Development. Some allow increases in individual skills (e.g. Call of Cthulhu, GURPS, Hârnmaster, and Mutant) while other use character levels (e.g. Dungeons & Dragons) as the main measure, but practical all let the acquisition of tools and equipment affect mechanical aspects of gameplay and the development of social relations affect narration or social actions. Gaining new powers is also common, e.g. both GURPS and Dungeons & Dragons supports this. The various systems have carried over to Computer-based Roleplaying Games, e.g. the Elder Scrolls series letting skill improvements drive level improvement while gaining levels in Dragon Age II and Torchlight allow players to give their characters new powers.

Both Bloodbowl and the computer-based version of the game have rules for individual players gaining experience points, and, when enough are acquired, new star player powers.

Using the pattern

New Abilities Improved Abilities Powers Skills

Tools Equipment


Character Levels

Irreversible Events Roleplaying Player/Character Skill Composites Exaggerated Perception of Influence Avatars Mules Gameplay Statistics Levels Characters Freedom of Choice Multiplayer Games Late Arriving Players Character Defining Actions Enforced Agent Behavior Factions Extra-Game Consequences Player-Planned Development Varying Rule Sets Persistent Game Worlds Grinding Resource Caps Warp Zones Game Items Crafting Abstract Player Construct Development

Powers

Character Development is defined by two characteristics: what caused the development and what effect the development has. Common causes for Character Development are from parts of Rewards or Investments. The latter is usually done by various forms of Collecting to complete Gain Competence goals and may be Planned Character Development if players had the Freedom of Choice to create Player Defined Goals. If the effects of Rewards that give Character Development were known before they were received, they may also give these goals but are more likely to be part of the unfolding of a Narrative Structure.

Character Development usually takes the form of New Abilities or Improved Abilities, which either expands a Limited Set of Actions or increases Skill levels. The introduction of New Abilities or Improved Abilities can over time produce Paper-Rock-Scissors to give Varied Gameplay between playing different Characters. More uncommon changes due to Character Development are Ability Losses and Extra-Game Consequences, the latter of which can be evident only in the Narrative Structure or purely affect how the Avatar is represented. Character Development, especially of Skills, can be limited by Balancing Effects such as Diminishing Returns to modulate the increase rates over time; for example, skill increases happen often when one is a novice in the skill and happen rarely when one is an expert.

Character Development typically occurs as Rewards after completing Quests or Leveling, and often includes changes in Attributes and Skills to provide Improved or New Abilities. A form of Character Development can also be achieved by letting them have access to better Armor, Tools, and Weapons.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Character Development is a way to make Characters advance the Narrative Structure of a game. The actual development can be done by explicitly affecting the characters possibilities to influence the game state, for example, by Privileged Abilities,New Abilities, or Improved Abilities, or by modifying the characters relations to other parts of the Game World. The latter may explain Ability Losses, for example, not being able to attack innocent bystanders, as a positive development within a Consistent Reality Logic. By changing how the Character can interact within the game, Character Development promotes Varied Gameplay, for example, by changing how Roleplaying the Character should be done. Character Development that allows Varied Gameplay or affects the chances of performing actions can modulate players' Perceived Chance to Succeed but risks losing Player Balance.

Character Development between game and play sessions are handled by Trans-Game Information that not only passes the original Character between the sessions but can also introduce changes. This happens intuitively in games with Persistent Game Worlds where the lifetime of Characters in general is long enough for reasonable Character Development.

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Rewards

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Character Development that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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