Emotional Attachment: Difference between revisions
From gdp3
Jump to navigationJump to search
No edit summary |
No edit summary |
||
| Line 10: | Line 10: | ||
== Using the pattern == | == Using the pattern == | ||
[[Characters]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Revision as of 15:48, 21 September 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
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>