Difference between revisions of "Characters"

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Note that some games have this pattern without having [[Avatars]]. Most table-top roleplaying games (such as [[GURPS]] and earlier editions of [[Dungeons and Dragons]]) support use of [[Avatars]] in combat situations but make it optional, while the computer game [[Alter Ego]] keep track of [[Attributes]] for the player but doesn't present the player's [[Character]] in a [[Game World]].
 
Note that some games have this pattern without having [[Avatars]]. Most table-top roleplaying games (such as [[GURPS]] and earlier editions of [[Dungeons and Dragons]]) support use of [[Avatars]] in combat situations but make it optional, while the computer game [[Alter Ego]] keep track of [[Attributes]] for the player but doesn't present the player's [[Character]] in a [[Game World]].
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When players have a [[Freedom of Choice]] regarding which [[New Abilities]] to acquire, the resulting [[Customizable Development]] can provide a game system acknowledgment of [[Player Time Investments]] that can support [[Emotional Attachment]] to the [[Characters]].

Revision as of 06:56, 7 April 2010

The abstract characteristics of deigetic persons.

Note that some games have this pattern without having Avatars. Most table-top roleplaying games (such as GURPS and earlier editions of Dungeons and Dragons) support use of Avatars in combat situations but make it optional, while the computer game Alter Ego keep track of Attributes for the player but doesn't present the player's Character in a Game World.

When players have a Freedom of Choice regarding which New Abilities to acquire, the resulting Customizable Development can provide a game system acknowledgment of Player Time Investments that can support Emotional Attachment to the Characters.