Difference between revisions of "Internal Rivalry"

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(Created page with "Being an enemy with a character within the same social network I n ternal Rivalry is a conflict in which the progress of a conflict is regulated by the norms of the social networ...")
 
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Being an enemy with a character within the same social network
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[[Category:Patterns]]
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ternal Rivalry is a conflict in which the progress of a conflict is regulated
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[[Category:Needs examples]]
by the norms of the social network.
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[[Category:Needs references]]
Using the Pattern: Typically the conflict is set up by the Predefined Goal (Björk, Holopainen, 2005) of a PC that put the PC in opposition with the NPC and both the character are members of the same Faction. Different Social Norms can be used to regulate the progression of the conflict via Actions Have Social Consequences, penalties such as the risk of becoming
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[[Category:Character Patterns]]
an Outcast or rewards.
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[[Category:Staffan's current workpage]]
Consequences: In Internal Rivalry, the conflict is complicated as the player needs to take into account the social network of a Faction and its Social Norms. This can lead to Varied Gameplay (Björk, Holopainen, 2005), as the consequences of the Actions Have Social Consequences can vary depending on how the player tries to reach the goal and in what kind of circumstances.
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''Being a player or character within one's same social network as an enemy or competitor.''
Relations
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——Instantiates: Faction, Predefined Goal (Björk, Holopainen, 2005), Varied Gameplay (Björk, Holopainen, 2005)
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Internal Rivalry is a conflict in which the progress of a conflict is regulated by the norms of the social network.
——Instantiated by: none
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——Modulates: none
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=== Examples ===
——Modulated by: Faction
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——Potentially conflicting with: none
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== Using the pattern ==
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Typically the conflict is set up by the Predefined Goal (Björk, Holopainen, 2005) of a PC that put the PC in opposition with the NPC and both the character are members of the same Faction. Different Social Norms can be used to regulate the progression of the conflict via Actions Have Social Consequences, penalties such as the risk of becoming an Outcast or rewards.
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[[Factions]]
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[[Information Passing]]
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[[Internal Conflicts]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
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In Internal Rivalry, the conflict is complicated as the player needs to take into account the social network of a Faction and its Social Norms. This can lead to Varied Gameplay (Björk, Holopainen, 2005), as the consequences of the Actions Have Social Consequences can vary depending on how the player tries to reach the goal and in what kind of circumstances.
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== Relations ==
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=== Can Instantiate ===
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=== Can Modulate ===
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=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
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== History ==
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An updated version of the pattern ''Internal Rivalry'', first introduced in Lankoski 2010<ref name="Lankoski2010"/>.
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== References ==
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<references>
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<ref name="Lankoski2010">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.</ref>
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</references>

Revision as of 14:44, 7 September 2010

Being a player or character within one's same social network as an enemy or competitor.

Internal Rivalry is a conflict in which the progress of a conflict is regulated by the norms of the social network.

Examples

Using the pattern

Typically the conflict is set up by the Predefined Goal (Björk, Holopainen, 2005) of a PC that put the PC in opposition with the NPC and both the character are members of the same Faction. Different Social Norms can be used to regulate the progression of the conflict via Actions Have Social Consequences, penalties such as the risk of becoming an Outcast or rewards.

Factions Information Passing Internal Conflicts

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

In Internal Rivalry, the conflict is complicated as the player needs to take into account the social network of a Faction and its Social Norms. This can lead to Varied Gameplay (Björk, Holopainen, 2005), as the consequences of the Actions Have Social Consequences can vary depending on how the player tries to reach the goal and in what kind of circumstances.

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

An updated version of the pattern Internal Rivalry, 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.