Difference between revisions of "Emotional Attachment"

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== Using the pattern ==
 
== Using the pattern ==
  
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[[Emotional Attachment]] is a way to provide [[Agents]] with ways of showing that they care about what happens in [[Game Worlds]].
  
Note that the nature of this patterns different greatly if the [[Agents]] considered are humans or [[AI Players]].
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The nature of designing [[Emotional Attachment]] differs greatly based on if the [[Agents]] considered are humans or [[Algorithmic Agents]] such as [[AI Players]]. In this first case the primary task of enabling displays of [[Emotional Attachment]] is an interface question (see the subsection below).
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=== Can Be Instantiated By ===
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[[Actions Have Diegetically Social Consequences]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Thematic Consistency]]
  
 
== Relations ==
 
== Relations ==
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[[Storytelling]]
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[[Roleplaying]]
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[[Enactment]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Thematic Consistency]]
 
[[Thematic Consistency]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==

Revision as of 19:02, 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

Emotional Attachment is a way to provide Agents with ways of showing that they care about what happens in Game Worlds.

The nature of designing Emotional Attachment differs greatly based on if the Agents considered are humans or Algorithmic Agents such as AI Players. In this first case the primary task of enabling displays of Emotional Attachment is an interface question (see the subsection below).

Can Be Instantiated By

Actions Have Diegetically Social Consequences

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

Can Instantiate

Thematic Consistency

Relations

Storytelling Roleplaying Enactment

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