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Character Driven Game Design

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Article 4 133<br />

<strong>Game</strong>play <strong>Design</strong> Patterns for<br />

Social Networks and Conflicts<br />

Petri Lankoski & Staffan Björk<br />

Abstract<br />

This paper explores how games can be designed to make the<br />

social networks of characters as part of the gameplay. We start<br />

with a premise that game characters and social relations between<br />

them are import in games. We examine several games and derive<br />

gameplay design patterns from those games. Models from<br />

social network analysis, actor-network theory and Egri’s model<br />

for dramatic conflict is used to focus the analysis. In addition to<br />

isolating design patterns from existing features of the games, we<br />

look situations where game structures do not support social networks<br />

or conflicts as proposed in above-mentioned theories. Patterns<br />

identified include Competing for Attention, Gain Allies, Social<br />

Dilemma, Internal Conflict, and Social Maintenance.<br />

Categories and Subject Descriptors: K.8.0 [Personal Computing]:<br />

General – <strong>Game</strong>s.<br />

General Terms: <strong>Design</strong>, Human Factors, Theory.<br />

Keywords: <strong>Game</strong>play <strong>Design</strong> Patterns, <strong>Game</strong>play, Narration,<br />

Non-player <strong>Character</strong>, Computer <strong>Game</strong>s, <strong>Game</strong>play <strong>Design</strong><br />

Introduction<br />

As social creatures, humans easier to engage in a game and narration<br />

when characters portrayed in these have social relations to each other,<br />

or in other words that the relations between characters form a social<br />

network. This is common knowledge within scriptwriting theories for<br />

theatre and film (see, e.g., [6, 7, 17, 19]), and these theories are also<br />

applied to creating games. However, social relations in games are typically<br />

part of the storyline (see, e.g., Thief II: The Metal Age [34], Dead or<br />

Alive 3 [44], Silent Hill 3 [45], and Half-Life [48]) and games typically do<br />

not let players directly act to influences those relations, instead letting<br />

them be consequences of other (most commonly physical) actions that<br />

are shown through cut-scenes. One example of this can be found in<br />

Quake 4 [22] where the relation between the player character, Matthew<br />

Kane, and the other characters in the Rhino squad are only changed<br />

in the cut scenes. No possibilities to do so are available during gameplay,<br />

including making it impossible for the player to terminating the<br />

relationship by killing the other team members. When players are given<br />

direct choices to influence the relationship this is typically done as<br />

explicit choices between a limited set of alternatives, and the effects<br />

of these are localized and seldom have the complexity of nuances of

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