Difference between revisions of "Internal Rivalry"

From gdp3
Jump to: navigation, search
Line 35: Line 35:
 
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.
 
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.
  
[[Internal Rivalry]] easily leads to [[Internal Conflicts]]. This can be enforced through [[Narration Structures]] but can easily occur between players in [[Factions]], [[Guilds]] or other structures requiring [[Team Play]] if they engage in [[Roleplaying]] or some form of [[Competition]].
+
[[Internal Rivalry]] easily leads to [[Internal Conflicts]]. This can be enforced through [[Narration Structures]] but can easily occur between players in [[Factions]], [[Guilds]] or any kind of [[Teams]] if they engage in [[Roleplaying]] or some form of [[Competition]].
  
 
[[Social Interaction]]
 
[[Social Interaction]]

Revision as of 14:08, 8 September 2010

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

While rivalry can exist in many forms in games, Internal Rivalry is a conflict in which the progress of a conflict is regulated by the norms of a social network due to all the involved participants belonging to that network.

Examples

In the board game The Republic of Rome players need to collaborate to keep the enemies of Rome from invading their empire, but at the same time compete against each other to become the dominant power in the Eternal City.

Internal Rivalry can exist within guilds in World of Warcraft since several players may need the same equipment for their characters. These rivalries can easily turn into open conflicts in the aftermaths of raids as the desired equipment is bound to the first character that picks it up.

Using the pattern

A basic requirement for Internal Rivalry to exist is to have some form of game structure that creates a social network. Factions, Guilds, and Teams can all fit this purpose.


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

Introducing Internal Conflicts in a game design is quite likely to create Internal Rivalry as well, but it is not as certain that the conclusion of the conflict will remove the rivalry also (this may of course be the wished outcome).

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.

Internal Rivalry easily leads to Internal Conflicts. This can be enforced through Narration Structures but can easily occur between players in Factions, Guilds or any kind of Teams if they engage in Roleplaying or some form of Competition.

Social Interaction

Relations

Can Instantiate

Internal Conflicts

Can Modulate

Can Be Instantiated By

Internal Conflicts

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.