Difference between revisions of "Factions"

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[[Category:Character Patterns]]
 
[[Category:Character Patterns]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
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[[Category:Staffan's current workpage]]
 
''Specific social networks where membership is defined by what actions are allowed, disallowed, and required.''
 
''Specific social networks where membership is defined by what actions are allowed, disallowed, and required.''
  

Revision as of 15:33, 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

Morrowind and Oblivion in the Elder Scroll Series provide many different types of Factions for players to join. Each requires certain tasks and requirements to be fulfill for membership, and having this provides access to various tools and the possibility of advancement through completing additional goals.

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 have identities of their own, unacceptable behaviors by members need to have Penalties; in some cases the consequence can be that of becoming a 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).

Joining Factions may be Mandatory Goals due to Narration Structures but also Optional Goals supporting Player-Planned Character Development

Rewards

Social Gatekeepers

Limited Set of Actions

Enforced Agent Behavior

Hierachies of Goals

Internal Rivalry can be used to provide more Challenging Gameplay, and can be regulated by the Social Norms


or consequence of breaking the Social Norms can complicate the Internal Rivalry.

Diegetic Aspects

Narrative Aspects

Consequences

and thereby


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. When players have had the chance of choosing whether to join Factions or not, the different goals provided in this fashion support Player-Planned Character Development.

Faction introduces simple social constructs that can be used to introduce social interaction to gameplay. While joining Factions may require befriending with or making favors to Social Gatekeepers, keeping ones status may require Social Maintenance and advancement may support Higher-Level Closures as Gameplay Progresses through use of Hierarchy of Goals.

Given that Factions typically have Penalties for breaking Social Norms, and advancements may provoke Internal Rivalry, the use of Factions in games typically has the consequence of Actions Have Diegetically Social Consequences being present as well.


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.