Emotional Attachment: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
Line 26: Line 26:


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Actions Have Diegetically Social Consequences]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===

Revision as of 13:16, 27 May 2010

The ability of agents to have noticeable emotional relations inside the game world to the diegetic phenomena in that world.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Algorithmic Agents

Can Be Instantiated By

Actions Have Diegetically Social Consequences

Can Be Modulated By

Potentially Conflicting With

History

A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters<ref name="Lankoski & Björk 2007"/>.

References

<references> <ref name="Lankoski & Björk 2007">Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.</ref> </references>

Acknowledgments