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Character Driven Game Design

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Article 6 167<br />

——<br />

providing goals;<br />

——<br />

providing possible actions (including making actions impossible,<br />

and making some choices hard or easy);<br />

——<br />

defining predefined functions such as voice over narration triggered<br />

by event, attack movement as a feedback to the players<br />

choice;<br />

——<br />

cut-scenes and scripted events.<br />

From the design point of view, the design of possible actions and predefined<br />

functions are beneficial to connect with each other; in what follows,<br />

predefined functions are mainly considered as a feedback to the<br />

player’s choices. This highlights aspects of gameplay, but neglects, for<br />

example cut-scenes, but is motivated by the fact that cut-scene design<br />

and their function in games are studied elsewhere in detail (e.g., Dansky<br />

[8] and Klevjer [16]). It should be noted that from the perspective<br />

of translating character traits to gameplay, the same principles apply<br />

whether a character is created by the game designers or players (within<br />

framework offered by the game designers).<br />

Choices and feedback, i.e., how the character executes the command<br />

is related to recognition and has an impact on the gameplay and character<br />

interpretation: In Tomb Raider: The Angel of Darkness [40] a player<br />

is required to perform just on time button push to make Lara Croft,<br />

the PC, performed necessary acrobatic maneuvers; since one typically<br />

fails quite often this makes Lara Croft seem clumsy instead of agile and<br />

physically able adventuress. On the other hand, the PC, Altaïr, in Assassin’s<br />

Creed [41] performs jumps in right moment and jumps have right<br />

length, and the player’s duty is to plan and make decision on the route<br />

of the character; choices in the route can lead to a jump to the death, but<br />

the most of the time character performs as a very skilled athlete. To give<br />

an another example, the strength of Hulk in Hulk [31] can be seen in<br />

possible actions and predefined functions: buildings can be damaged<br />

with bare hands and cars can used as weapons.<br />

It is important to note that the all aspects of the PC’s personality<br />

need not be fixed. It might not even be possible to fix all the traits because<br />

in games the player can make choices that have impact on the<br />

personality of the character. On the other hand, designers are always<br />

fixing some traits of the PC when they define the game system (e.g., by<br />

setting up the goals). As a general rule, the more choices that are given<br />

to the player, the fewer traits will be fixed. Some games even let players<br />

create their characters. This can be described as the new gameplay<br />

design pattern Player-<strong>Design</strong>ed <strong>Character</strong>, i.e. that the character has influence<br />

of the design of a character, and is present in The Elders Scrolls<br />

IV: Oblivion [4] and to a lesser degree in Deus Ex [13] and The Witcher<br />

[7]. Conversely, the PC in these games can be consider to be more fixed<br />

if the character is evaluated only in the terms of gameplay; the player<br />

sets up the many traits of the character in character creation, and the<br />

traits set up then fixes many character traits. One should be aware that

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