Difference between revisions of "Emotional Attachment"

From gdp3
Jump to: navigation, search
(Relations)
Line 11: Line 11:
 
This pattern is a still a stub.
 
This pattern is a still a stub.
  
Note: ''The pattern relate to players being emotionally attached to the game is named [[Emotional Engrossment]].''
+
Note: ''The pattern related to players being emotionally attached to the game is named [[Emotional Engrossment]].''
  
 
=== Examples ===
 
=== Examples ===
Line 17: Line 17:
 
== Using the pattern ==
 
== Using the pattern ==
  
[[Characters]]
 
  
 
Note that the nature of this patterns different greatly if the [[Agents]] considered are humans or [[AI Players]].
 
Note that the nature of this patterns different greatly if the [[Agents]] considered are humans or [[AI Players]].
Line 24: Line 23:
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 +
While it is [[Agents]] that have reactions which show [[Emotional Attachment]], this may need to be expressed diegetically. Equipping [[Avatars]] with visual [[Emotes]] provides one way of doing this.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
Line 40: Line 40:
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Actions Have Diegetically Social Consequences]]
 
[[Actions Have Diegetically Social Consequences]]
 +
 +
[[Avatars]] together with [[Emotes]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 18:58, 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.

Note: The pattern related to players being emotionally attached to the game is named Emotional Engrossment.

Examples

Using the pattern

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

Diegetic Aspects

Interface Aspects

While it is Agents that have reactions which show Emotional Attachment, this may need to be expressed diegetically. Equipping Avatars with visual Emotes provides one way of doing this.

Narrative Aspects

Consequences

Relations

Can Instantiate

Thematic Consistency

Can Modulate

Agents, AI Players, Algorithmic Agents

Can Be Instantiated By

Actions Have Diegetically Social Consequences

Avatars together with Emotes

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