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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 />

of social interaction that the large scale social network. Finding such<br />

patterns, which could be said to belong to our previous study on individual<br />

NPCs, are normal since changing the frame of references can<br />

highlight characteristics of a design that under previous circumstances<br />

have been so. Notably, the conflict in Façade [36] requires many patterns<br />

that relates to believability of NPCs to make gameplay possible and the<br />

player’s choices understandable—or patterns give means to players to<br />

predict NPCs reactions to their actions based on their previous (everyday)<br />

experiences.<br />

<strong>Design</strong>ing Social Networks<br />

As for all design patterns, the patterns presented here should be seen<br />

as tools; their use does not suit to every design, as each game has their<br />

own gameplay goals. However, the patterns identified highlight some<br />

game structures and possible design solution that can be used in games<br />

in which the design goal has focus on social conflicts or social structures<br />

have an important role. Why these kinds of game structures have<br />

not been used more, or made into the core gameplay mechanics, is of<br />

course impossible to say with certainty, but a hypothesis is that focusing<br />

on social relations seems incompatible with simulations. Those focusing<br />

on depicting a developing social relation within a game may<br />

shun away from creating a simulation that carries the development<br />

of relations as this can cause unexpected, or simply boring, outcomes.<br />

Likewise, those focusing on simulation may shun away from social relations<br />

as they may seem simplistic or mechanistic compared to those<br />

describe through theme.<br />

Looking at the gameplay structure underlying the examined games,<br />

most of the examples have models similar to those described in the<br />

SNA than those described in the ANT. This may be due to the ANT descriptions<br />

requiring a greater focus on the dynamics of social networks<br />

than the SNA, but this implies that an ANT-based approach could be<br />

more suitable for introducing more simulation into the social networks<br />

of NPCs.<br />

Future Work<br />

The gameplay design patterns identified above are not presented in<br />

such a detail as in the original collection [9]. This remains as a future<br />

work mainly for two reasons: 1) a desire to include more case studies<br />

in the paper required to reduce the details, and 2) more comprehensive<br />

studies of each individual pattern, including design experiments, is<br />

needed to describe aspects such as “implications of using a pattern” in<br />

detail. In addition, many more case studies should be added, with the<br />

Sims [35] or Japanese dating sim games as possible candidates.<br />

Massively multiplayer games were excluded as player relations<br />

typically have more impact on the game experience of those games

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