Difference between revisions of "Emotional Attachment"

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(Relations)
(Relations)
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[[Agents]]
 
[[Agents]]
 
[[Avatars]]
 
[[Avatars]]
[[Algorithmic Agents]]
 
 
[[Characters]]
 
[[Characters]]
[[AI Players]]
 
[[Actions Have Diegetically Social Consequences]]
 
[[Renamed Patterns]]
 
[[Self-Facilitated Games]]
 
[[Thematic Consistency]]
 
[[Naming]]
 
[[Lives]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Thematic Consistency]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[AI Players]],
 
[[Algorithmic Agents]]
 
[[Algorithmic Agents]]
  

Revision as of 18:49, 13 July 2014


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.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Time Pressure Exaggerated Perception of Influence Agents Avatars Characters

Can Instantiate

Thematic Consistency

Can Modulate

AI Players, 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