Difference between revisions of "Factions"

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[[Category:Character Patterns]]
 
[[Category:Character Patterns]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
''A specific social network where membership is defined by what actions are allowed, disallowed, and required.''
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''Specific social networks 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]].
 
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]].
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== Using the pattern ==
 
== 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).
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For each [[Factions|Faction]] used in a game, there need to be a set of [[Social Norms]] define which regulate what is actions are acceptable to the members of that [[Factions|Faction]]. For [[Factions] to Unacceptable behavior behaviors
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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).
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[[Rewards]]
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[[Social Gatekeepers]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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Many times making the joining of a [[Faction]] is a [[Rewards|Reward]] in that it can provide access to information, training, and trading of specific [[Tools]]. By doing so, becoming a member of a [[Factions|Faction]] can the requirement to complete a [[Gain Information]], [[Gain Competence]], or [[Gain Ownership]] goal, but more likely it will be a [[Supporting Goal]] to one of these goals since it may be part of an [[Hierarchy of Goals]] or require [[Trading]].
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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,
 
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.
 
whereas keeping ones status in the Faction may require Social Maintenance.

Revision as of 14:35, 31 May 2010

Specific social networks 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

For each Faction used in a game, there need to be a set of Social Norms define which regulate what is actions are acceptable to the members of that Faction. For [[Factions] to Unacceptable behavior behaviors

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).

Rewards

Social Gatekeepers

Diegetic Aspects

Narrative Aspects

Consequences

Many times making the joining of a Faction is a Reward in that it can provide access to information, training, and trading of specific Tools. By doing so, becoming a member of a Faction can the requirement to complete a Gain Information, Gain Competence, or Gain Ownership goal, but more likely it will be a Supporting Goal to one of these goals since it may be part of an Hierarchy of Goals or require Trading.


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.