Emotional Attachment

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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