Difference between revisions of "Player Characters"

From gdp3
Jump to: navigation, search
Line 17: Line 17:
 
== Using the pattern ==
 
== Using the pattern ==
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
  
 
[[Characters]] together with [[Agents]] or [[Roleplaying]]
 
[[Characters]] together with [[Agents]] or [[Roleplaying]]
Line 38: Line 37:
  
 
=== Narrative Aspects ===
 
=== 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 ==
 
== Consequences ==
Line 87: Line 88:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Thematic Consistency]] unless supervised by [[Game Masters]] or players having a [[Limited Set of Actions]]
 +
 
[[Emotional Engrossment]] when [[Player Characters]] are used together with [[Character Defining Actions]] in ways not wanted by the players
 
[[Emotional Engrossment]] when [[Player Characters]] are used together with [[Character Defining Actions]] in ways not wanted by the players
  

Revision as of 09:09, 28 May 2011

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

This pattern is a still a stub.

Examples

Using the pattern

Can Be Instantiated By

Characters together with Agents or Roleplaying

Can Be Modulated By

Character Defining Actions, Companions, Equipment, Game Element Insertion, Game Masters, Open Destiny, Player-Created Characters, Transferable Items


Diegetic Aspects

Interface Aspects

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

Can Instantiate

Player Characters provides players with a Focus Loci in which to interact with Game Worlds. 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.

with Dedicated Game Facilitators

Possibility of Anonymity

with Open Destiny

Player-Planned Development

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.

Relations

Can Instantiate

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

with Dedicated Game Facilitators

Possibility of Anonymity

with Open Destiny

Player-Planned Development

Can Modulate

-

Can Be Instantiated By

Characters together with Agents or Roleplaying

Can Be Modulated By

Character Defining Actions, Companions, Equipment, Game Element Insertion, Game Masters, Open Destiny, Player-Created Characters, Transferable Items

Possible Closure Effects

-

Potentially Conflicting With

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

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

History

New pattern created in this wiki.

References

-

Acknowledgments

-