Difference between revisions of "Player-Created Characters"

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== Relations ==
 
== Relations ==
 
[[Randomness]]
 
 
[[Identification]]
 
[[Emotional Engrossment]]
 
[[Player Time Investments]]
 
[[Player Defined Goals]]
 
[[Narration Structures]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Asymmetric Starting Conditions]],  
 
[[Asymmetric Starting Conditions]],  
 +
[[Emotional Engrossment]],
 
[[Enforced Agent Behavior]],  
 
[[Enforced Agent Behavior]],  
[[Exaggerated Perception of Influence]]  
+
[[Exaggerated Perception of Influence]],
 
+
[[Identification]],
==== with ... ====
+
[[Player Time Investments]],
 +
[[Player Defined Goals]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Companions]],  
 
[[Companions]],  
 
[[Late Arriving Players]],  
 
[[Late Arriving Players]],  
 +
[[Narration Structures]],
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
 
[[Player Characters]],  
 
[[Player Characters]],  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Randomness]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 09:28, 26 May 2011

Characters whose creation players' have had some influence over.

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

Asymmetric Starting Conditions, Emotional Engrossment, Enforced Agent Behavior, Exaggerated Perception of Influence, Identification, Player Time Investments, Player Defined Goals

Can Modulate

Characters, Companions, Late Arriving Players, Narration Structures, Non-Player Characters, Player Characters, Roleplaying

Can Be Instantiated By

Characters together with Avatar Personalization, Construction, Initial Personalization, or Naming

Character Development together with Creative Control or Freedom of Choice

Freedom of Choice together with Initial Personalization

Can Be Modulated By

Randomness

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements