Difference between revisions of "Player-Created Characters"

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=== Examples ===
 
=== Examples ===
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[[Fallout series]]
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[[Dragon Age series]]
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[[GURPS]]
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[[Fallen Reich]]
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[[Traveller]]
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[[Dungeons & Dragons]]
  
 
== Using the pattern ==
 
== Using the pattern ==
 
When games support [[Player-Created Characters]], this gives them [[Freedom of Choice]] and [[Creative Control]] depending on the level of [[Randomness]] involved in the process, but this also increases the possibilities for [[Identification]] and [[Emotional Attachment]] generally since the creation process in itself is an example of [[Player Time Investments]]. The personalization possible also allows players to construct [[Player Defined Goals]] for their [[Characters]] as they are created, and can give them the [[Exaggerated Perception of Influence]] over how the [[Narration Structures]] will develop.
 
When games support [[Player-Created Characters]], this gives them [[Freedom of Choice]] and [[Creative Control]] depending on the level of [[Randomness]] involved in the process, but this also increases the possibilities for [[Identification]] and [[Emotional Attachment]] generally since the creation process in itself is an example of [[Player Time Investments]]. The personalization possible also allows players to construct [[Player Defined Goals]] for their [[Characters]] as they are created, and can give them the [[Exaggerated Perception of Influence]] over how the [[Narration Structures]] will develop.
  
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Although it may be most natural that the pattern [[Player-Created Characters]] is used to create [[Player Characters]], some games make use of the pattern to let player create [[Non-Player Characters]], e.g. [[Companions]] in roleplaying games such as [[GURPS]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Companions]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 08:26, 26 May 2011

Characters in the game world on which players' have had some influence on their creation.

This pattern is a still a stub.

Examples

Fallout series

Dragon Age series

GURPS

Fallen Reich Traveller

Dungeons & Dragons

Using the pattern

When games support Player-Created Characters, this gives them Freedom of Choice and Creative Control depending on the level of Randomness involved in the process, but this also increases the possibilities for Identification and Emotional Attachment generally since the creation process in itself is an example of Player Time Investments. The personalization possible also allows players to construct Player Defined Goals for their Characters as they are created, and can give them the Exaggerated Perception of Influence over how the Narration Structures will develop.

Although it may be most natural that the pattern Player-Created Characters is used to create Player Characters, some games make use of the pattern to let player create Non-Player Characters, e.g. Companions in roleplaying games such as GURPS.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Roleplaying Non-Player Characters Characters Late Arriving Players Enforced Agent Behavior Construction Asymmetric Starting Conditions Character Development

Freedom of Choice Creative Control Randomness Naming Avatar Personalization Initial Personalization

Identification Emotional Engrossment Player Time Investments Player Defined Goals Characters Exaggerated Perception of Influence Narration Structures Player Characters

with ...

Can Modulate

Companions

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements