Difference between revisions of "Factions"

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Revision as of 14:25, 31 May 2010

A specific social network where membership is defined by what actions are allowed, disallowed, and required.

A Faction is a group that has members, criterion on membership, and accepted and disallowed behaviors. Different kinds of groups, such as a family, a gang, an army, are all examples of Factions.

Examples

Using the pattern

Each Faction has a set of Social Norms that define what is acceptable to the members of the Faction. Unacceptable behavior has Social Consequences; in some cases consequence can be that a character is declared as an Outcast. In addition, the members of the Faction imply Loyalty. Loyalty can be a Predefined Goal (Björk, Holo-painen, 2005) or an Inferred Goal (Björk, Holopainen, 2005) (in the latter case, the membership of the Faction needs to have some benefits).

Diegetic Aspects

Narrative Aspects

Consequences

Faction introduces simple social constructs that can be used to introduce social interaction to gameplay. Joining the Faction may require befriending with or making favors to the Social Gatekeeper, whereas keeping ones status in the Faction may require Social Maintenance. Internal Rivalry is regulated by the Social Norms of Faction or consequence of breaking the Social Norms can complicate the Internal Rivalry.

Relations

——Instantiates: Social Norm, Loyalty, Characters (Björk, Holopainen, 2005) ——Instantiated by: Traitor ——Modulates: Social Gatekeeper, Internal Rivalry ——Modulated by: Outcast ——Potentially conflicting with: none

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

An updated version of the pattern Faction, first introduced in Lankoski 2010[1].

References

  1. Lankoski (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101.