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Character Driven Game Design

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Article 4 141<br />

Reactions as they do not differentiate between which other NPC they<br />

are talking; as long as they are willing to talk to another NPC the things<br />

they say are independent of whom they talk to. The Gossip provided in<br />

this way has no meaning for Information Passing to other NPCs, rather<br />

their raison-de-être is to provide players’ with the possibility to gain information<br />

through Eavesdropping. The player can at any time interrupt<br />

these discussions, so the NPCs are not Competing for Attention.<br />

The PC can join several different groups within the game, such as<br />

the fighter’s guild, the mage guild, and the thieves’ guild. Each of these<br />

is a Faction, a specific social network where membership is defined by<br />

what actions are allowed, disallowed, and required. However, joining<br />

and advancing in these factions are in most cases strictly controlled by<br />

requiring the player to complete quests given by a specific NPC, although<br />

which NPC gives quests changes as the player’s character advances.<br />

This method is probably implemented to give players an incentive<br />

to travel to the place where the quest-giving NPC is located, but<br />

reduces the player’s possibility to affect the social network severely.<br />

In SNA, the system would be described as a K-plex where K equals the<br />

number of people in the network minus one, and joining or advancing<br />

is equal to getting a relation. That is, the player only needs to have a<br />

relation with one NPC and that relation is the only one the player can<br />

have to members in the group. This NPC is a Social Gatekeeper, one that<br />

determines how and when new members can join the group. Loosening<br />

these requirements could provide several gameplay possibilities.<br />

Letting K be the number of people in the network minus two or more<br />

would require players to solve quests for more than one NPC before<br />

advancing. This could be used to require more travel in the game, and<br />

in effect having several Social Gatekeepers that have to be unanimous.<br />

Loosening the restriction that the number of NPCs with quests is equal<br />

to K would let players choose which subset of quests to complete from<br />

a larger set, and could let the player be enemies with some parts of the<br />

network while still belonging to it. This pattern could be described as<br />

Internal Rivalry.<br />

Advancing within a guild makes the guild members react more positively<br />

towards the PC, so the game can be said to partially implement<br />

Actions have Social Consequences. However, once a character has reached<br />

a level in a faction, that position is stable until one has advanced another<br />

level or performs actions that the faction deem unacceptable and<br />

is rejected. The character does not need to perform any Social Maintenance,<br />

performing actions to redefine and reform the group, and for<br />

proponent of actor-network theory the faction would thereby not be a<br />

group in a social network. Even if the unscripted redefining of social<br />

groups may be perceived by designers as permitting to unpredictable<br />

evolvement of the gameplay, requiring players to perform actions or<br />

complete quests to maintain their position in a faction can provide additional<br />

Continuous Goals [9] to the gameplay.

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