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Character Driven Game Design

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<strong>Character</strong>-<strong>Driven</strong> <strong>Game</strong> <strong>Design</strong><br />

Example of these include N-cliques (groups where all people are connected<br />

to each other by traversing at most N lines), N-clans (N-cliques<br />

where one may only traverse lines to other members of the N-clique<br />

to determine membership), K-plexes (where a member must have connections<br />

to all but K nodes), and K-cores (where every member needs<br />

to have connections to at least K other members). Somewhat less rigorously<br />

defined concepts (see [26] include Singletons (people not participating<br />

in the network), Isolated Communities (groups that are connected<br />

to each other through one central member, creating a ‘star’ shape) and<br />

giant components (well-connected region persisting even when ‘stars’<br />

are removed).<br />

Actor-Network Theory<br />

The network descriptions above typically have individuals as the nodes<br />

in the network, or rather their online profiles for specific applications<br />

such as Facebook [1] and Flickr [2]. However, in an effort to redefine social<br />

science proponents of actor-network theory (ANT) [33] argue that<br />

actors (nodes) in social networks should not only be humans; instead<br />

they are collections of heterogeneous entities consisting of humans, human-tool<br />

combinations, and non humans (e.g., technologies, machines,<br />

or materials). This expansion of actors is the effect of but one of the five<br />

areas of uncertainty ANT proponents argues the social science should<br />

embrace. The five areas regard the nature of groups, actors, actions, science,<br />

and textual accounts.<br />

The ANT approach has been advocated within research on games as<br />

a way of more correctly looking at massively multiplayer online games<br />

[15] Notably, ANT argues that freedom to describe agency, as not only<br />

coming from humans when describing the social phenomena, so curses<br />

and rings can make their bearers perform actions, and love can make<br />

somebody survive ordeals. Thus, the theory supports that a game not<br />

only can explicitly use these abstract concepts in a model of a social<br />

network, but also should do so. Proponents of ANT argue that actors<br />

themselves should primarily do the descriptions of the component of<br />

the networks, or by as faithfully as possible observing these and documenting<br />

how they refer to their social relationships. This provides an<br />

obstacle to applying the theory directly in design processes since the<br />

designers typically want create the actors and the network simultaneously.<br />

Creating the actors first and then letting them create a network<br />

and report a network is a potentially interesting way of automatically<br />

generating social networks, but outside the scope of this paper.<br />

Nevertheless, the actor-network theory can be useful for gameplay<br />

design since it highlights certain concepts and activities. As one<br />

example, goals in a game can be created from the view that groups<br />

are not stable entities in the ANT, but rather something that constantly<br />

needs maintenance, or in other words “if you stop making and remaking<br />

groups, you stop having groups” [33]. Another example, based on

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