Difference between revisions of "Emotional Attachment"

From gdp3
Jump to: navigation, search
Line 5: Line 5:
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 +
[[Category:Staffan's current workpage]]
 +
 
''The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.''
 
''The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.''
  

Revision as of 13:47, 31 August 2012


The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.

This pattern is a still a stub.

Examples

Using the pattern

Characters

Note that the nature of this patterns different greatly if the Agents considered are humans or AI Players.

Communication Channels

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Actions Have Diegetically Social Consequences

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].

References

  1. Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.

Acknowledgments