Difference between revisions of "Emotional Attachment"

From gdp3
Jump to: navigation, search
(Can Modulate)
Line 16: Line 16:
  
 
== Using the pattern ==
 
== 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 the first case the primary task of enabling displays of [[Emotional Attachment]] is an interface question (see the subsection below). While the presentation solutions to this is important for [[Algorithmic Agents]] to be able to show [[Emotional Attachment]], they also need to have algorithms that ensure that [[Actions Have Diegetically Social Consequences]]. Specific examples that may need to be supported by such algorithms include [[Either You are with Me or against Me]] and [[Others Fortune affects own Mood]].
[[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 the first case the primary task of enabling displays of [[Emotional Attachment]] is an interface question (see the subsection below). While the presentation solutions to this is important for [[Algorithmic Agents]] to be able to show [[Emotional Attachment]], they also need to have algorithms that ensure that [[Actions Have Diegetically Social Consequences]].  
+
 
+
=== Diegetic Aspects ===
+
  
 
=== 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.
+
While it is [[Agents]] that have reactions which show [[Emotional Attachment]], this may need to be expressed diegetically. This typically means supporting players in being able to engage in [[Enactment]] and [[Roleplaying]]. For games with [[Mediated Gameplay]], equipping [[Avatars]] with visual [[Emotes]] provides one way of doing this.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
 +
While [[Emotional Attachment]] helps make [[Storytelling]] that does not break [[Thematic Consistency]], [[Emotional Attachment]] can also be expressed through [[Storytelling]].
  
 
== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
+
As stated above, [[Emotional Attachment]] is a way to modulate [[Agents]] show they can show emotions so [[Thematic Consistency]] can be maintained.
[[Thematic Consistency]]
+
  
 
== Relations ==
 
== Relations ==
 +
cm
 +
[[Storytelling]]
 +
 +
cbib
 
[[Storytelling]]
 
[[Storytelling]]
 
[[Roleplaying]]
 
[[Roleplaying]]
Line 45: Line 44:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Either You are with Me or against Me]],
 +
[[Others Fortune affects own Mood]]
 +
 
[[Actions Have Diegetically Social Consequences]] together with [[Algorithmic Agents]]
 
[[Actions Have Diegetically Social Consequences]] together with [[Algorithmic Agents]]
  

Revision as of 19:32, 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 the first case the primary task of enabling displays of Emotional Attachment is an interface question (see the subsection below). While the presentation solutions to this is important for Algorithmic Agents to be able to show Emotional Attachment, they also need to have algorithms that ensure that Actions Have Diegetically Social Consequences. Specific examples that may need to be supported by such algorithms include Either You are with Me or against Me and Others Fortune affects own Mood.

Interface Aspects

While it is Agents that have reactions which show Emotional Attachment, this may need to be expressed diegetically. This typically means supporting players in being able to engage in Enactment and Roleplaying. For games with Mediated Gameplay, equipping Avatars with visual Emotes provides one way of doing this.

Narrative Aspects

While Emotional Attachment helps make Storytelling that does not break Thematic Consistency, Emotional Attachment can also be expressed through Storytelling.

Consequences

As stated above, Emotional Attachment is a way to modulate Agents show they can show emotions so Thematic Consistency can be maintained.

Relations

cm Storytelling

cbib Storytelling Roleplaying Enactment

Can Instantiate

Thematic Consistency

Can Modulate

Agents, AI Players

Can Be Instantiated By

Either You are with Me or against Me, Others Fortune affects own Mood

Actions Have Diegetically Social Consequences together with Algorithmic Agents

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