Difference between revisions of "Player Characters"

From gdp3
Jump to: navigation, search
Line 16: Line 16:
 
== Using the pattern ==
 
== Using the pattern ==
 
[[Player Characters]] are created by either letting players control [[Characters]] - this can be considered [[Roleplaying]] since to outsiders the players and [[Characters]] share goals even if the players themselves may not identify with the [[Characters]] but rather the overarching goals of a game. In the case where players may adopt the goals of the game rather than the goals of the [[Characters]], game designers may consider if it can be sufficient to only use [[Avatars]] (possibly together with a few characteristics such as [[Health]]) instead of [[Player Characters]] and [[Characters]] in a game design.
 
[[Player Characters]] are created by either letting players control [[Characters]] - this can be considered [[Roleplaying]] since to outsiders the players and [[Characters]] share goals even if the players themselves may not identify with the [[Characters]] but rather the overarching goals of a game. In the case where players may adopt the goals of the game rather than the goals of the [[Characters]], game designers may consider if it can be sufficient to only use [[Avatars]] (possibly together with a few characteristics such as [[Health]]) instead of [[Player Characters]] and [[Characters]] in a game design.
 +
 +
In [[Multiplayer Games]], [[Parties]] can consist solely of [[Player Characters]] but can in all types of games contain [[Companions]]. Regardless of which type of games [[Parties]] exist in, they modulate [[Player Characters]] by defining relations for them and quite likely also [[Diegetic Social Norms]].
  
 
There are several design choices that become more relevant when players are to control [[Characters]]. First, they may be [[Player-Created Characters]], letting players have influence on their [[Equipment]] and [[Companions]]. Second, should they fate be set through [[Predetermined Story Structures]] or should they have an [[Open Destiny]], and, related to this, should their exist [[Character Defining Actions]] during the gameplay and should players be supported in having a [[Player-Planned Development]] for the [[Characters]] (and this can be regardless if they can actual influence the development). More specifically, while some [[Game Items]] may be [[Transferable Items]] in a game, other may not be transferable to other [[Characters]] than [[Player Characters]] (e.g. [[Dragon Age II]] has special [[Equipment]] that only the [[Player Characters|Player Character]] ''Hawke'' can use).
 
There are several design choices that become more relevant when players are to control [[Characters]]. First, they may be [[Player-Created Characters]], letting players have influence on their [[Equipment]] and [[Companions]]. Second, should they fate be set through [[Predetermined Story Structures]] or should they have an [[Open Destiny]], and, related to this, should their exist [[Character Defining Actions]] during the gameplay and should players be supported in having a [[Player-Planned Development]] for the [[Characters]] (and this can be regardless if they can actual influence the development). More specifically, while some [[Game Items]] may be [[Transferable Items]] in a game, other may not be transferable to other [[Characters]] than [[Player Characters]] (e.g. [[Dragon Age II]] has special [[Equipment]] that only the [[Player Characters|Player Character]] ''Hawke'' can use).
Line 38: Line 40:
 
[[Focus Loci]],  
 
[[Focus Loci]],  
 
[[Gossip]],  
 
[[Gossip]],  
 +
[[Parties]],
 
[[Roleplaying]],  
 
[[Roleplaying]],  
 
[[Storytelling]]
 
[[Storytelling]]
Line 60: Line 63:
 
[[Game Masters]],  
 
[[Game Masters]],  
 
[[Open Destiny]],  
 
[[Open Destiny]],  
 +
[[Parties]],
 
[[Player-Created Characters]],  
 
[[Player-Created Characters]],  
 
[[Player-Planned Development]],  
 
[[Player-Planned Development]],  

Revision as of 23:47, 2 August 2011

Characters in games that are under players' direct control or represent the players role in the gameplay.

While fictional individuals in games may have abstract qualities that make them into characters, not all are controlled by players. Those that are become Player Characters.

Examples

The introduction of Player Characters was one of the design features that create Roleplaying Games from Miniature Games. This is found in most Tabletop Roleplaying Games such as Ars Magica, Basic Role-Playing, Call of Cthulhu, Dungeons & Dragons, GURPS, and Warhammer Fantasy Roleplay but Univeralis is an exception of the general rule. Live Action Roleplaying Games, e.g. 1942 – Noen å stole på, Dragonbane, and Trenne Byar, also have Player Characters but in these case the players enact them not only by saying what they are doing but by physically enacting the actions and by embodying the characters with their own bodies. Computer-based varieties such as Entropia Universe, Dark Age of Camelot, DragonMud, Ultima Online, Witcher series, and World of Warcraft do likewise but in some cases, e.g. the Fallout series and The Elder Scrolls series also allow partial or complete control of companions of the Player Characters.

Borderlands, Return to Castle Wolfenstein: Enemy Territory, and the Battlefield series show how a form of Player Characters can exist in First-Person Shooters by letting players develop characters by gaining experience points that can be used to unlock new abilities.

Using the pattern

Player Characters are created by either letting players control Characters - this can be considered Roleplaying since to outsiders the players and Characters share goals even if the players themselves may not identify with the Characters but rather the overarching goals of a game. In the case where players may adopt the goals of the game rather than the goals of the Characters, game designers may consider if it can be sufficient to only use Avatars (possibly together with a few characteristics such as Health) instead of Player Characters and Characters in a game design.

In Multiplayer Games, Parties can consist solely of Player Characters but can in all types of games contain Companions. Regardless of which type of games Parties exist in, they modulate Player Characters by defining relations for them and quite likely also Diegetic Social Norms.

There are several design choices that become more relevant when players are to control Characters. First, they may be Player-Created Characters, letting players have influence on their Equipment and Companions. Second, should they fate be set through Predetermined Story Structures or should they have an Open Destiny, and, related to this, should their exist Character Defining Actions during the gameplay and should players be supported in having a Player-Planned Development for the Characters (and this can be regardless if they can actual influence the development). More specifically, while some Game Items may be Transferable Items in a game, other may not be transferable to other Characters than Player Characters (e.g. Dragon Age II has special Equipment that only the Player Character Hawke can use).

For games that wish to support Late Arriving Players, how to handle the Game Element Insertion of Player Characters need to be considered, especially for Player Balance purposes.

Narrative Aspects

Thematic Consistency may be difficult to guarantee with this pattern since having Player Characters let players have significant control in how individual Characters behave in Game Worlds. This can however be controlled by having Limited Set of Actions or Game Masters, and then the added details players can provide can support Thematic Consistency.

Consequences

Player Characters provides players with a Focus Loci in which to interact with Game Worlds and is more likely to make the Characters control be perceived as Agents. Unlike other types of Focus Loci, e.g. Units, Player Characters form a natural starting point to begin Roleplaying and lets them have Creative Control in how to do this, including engaging in Gossip and Storytelling. While letting players control Characters can give them a focus to have Emotional Engrossment during gameplay, this attachment can be cut if the game provides Character Defining Actions whose effect on Player Characters were not wanted by the players and not perceivable beforehand.

Give that players often provide Player Characters with various peculiarity in their behaviors and expressions, it may be difficult to maintain a Possibility of Anonymity unless gameplay is mediated through restrictive Communication Channels.

Since Player Characters contain the game state values most likely to affect players' valorization[1], the Game Element Insertion of the Player Characters of Late Arriving Players may can be difficult to combine with Player Balance.

Relations

Can Instantiate

Agents, Creative Control, Emotional Engrossment, Focus Loci, Gossip, Parties, Roleplaying, Storytelling

with Communication Channels

Possibility of Anonymity

with Game Masters or Limited Set of Actions

Thematic Consistency

Can Modulate

-

Can Be Instantiated By

Characters together with Roleplaying

Can Be Modulated By

Character Defining Actions, Companions, Equipment, Game Element Insertion, Game Masters, Open Destiny, Parties, Player-Created Characters, Player-Planned Development, Predetermined Story Structures, Transferable Items

Possible Closure Effects

-

Potentially Conflicting With

Emotional Engrossment when Player Characters are used together with Character Defining Actions in ways not wanted by the players

Player Balance when the Player Characters are put into gameplay through Game Element Insertion due to Late Arriving Players

Thematic Consistency unless supervised by Game Masters or players having a Limited Set of Actions

History

New pattern created in this wiki.

References

  1. Juul, J. (2003). Keynote presentation at the Level Up conference in Utrecht, November 4th-6th 2003.

Acknowledgments

-