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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 />

interacting with the character that breaks a social norm and thereby<br />

the character is unable to acquire goods from the members of the faction.<br />

In general, the pattern Actions Have Social Consequences is a core<br />

building block of games that stress character–character relations. The<br />

core of the pattern is that the actions of a character influence how other<br />

characters perceive and they react to the character. For example, if the<br />

PC is guided to neglect a friendly and helpful character, that character<br />

turns unhelpful (this can be described as a pattern Social Maintenance<br />

meaning that actions are needed to uphold a relation with a group or<br />

character).<br />

The main means to set up a conflict between the characters is to<br />

create characters who are in opposition: if character A reaches the goal,<br />

character B’s goal fails. Importantly, believable conflict is derived from<br />

the qualities of the characters (see, Egri, 1960). Social conflicts that are<br />

more complex can be introduced using patterns Traitor and Internal<br />

Rivalry. The pattern Traitor is about pretending to belong to a group<br />

while acting against it. The pattern Internal Rivalry consists of being an<br />

enemy with a character belonging to the same group.<br />

Lies and Seductions<br />

Petri Lankoski and Tommi Horttana<br />

4 The draft version<br />

of the design approach<br />

presented<br />

in article 6 was<br />

developed simultaneously<br />

with Lies<br />

and Seductions.<br />

5 This could be<br />

described as the<br />

pattern, Trait<br />

Regulated Behavior<br />

that is introduced<br />

in article 6.<br />

This paper presents the game Lies and Seductions (Lankoski et al., 2009)<br />

that is a design experiment on a character-driven game. The design utilized<br />

research presented in the articles 2 and 3. 4 The game design of Lies<br />

and Seductions was loosely based on the characters and the main conflict<br />

from a novel Dangerous Liaisons and its film adaptations: Dangerous<br />

Liaisons, Cruel Intentions, and Untold Scandal. A player controls Abby,<br />

who has made a wager to seduce a rock stark, Chris, promised to stay<br />

a virgin until marriage. The gameplay is built around the pattern Actions<br />

Have Social Consequences. Each character reacts differently to the<br />

actions of the PC. 5 Certain actions are associated with impressions that<br />

influence how much the NPC likes Abby. For example, proposing sex<br />

is associated with the impression ‘slut’. While Chris dislikes persons<br />

that are openly sexually active, other characters might find that quality<br />

enticing. The gameplay evolves around finding out the preferences,<br />

dislikes and other information that can be exploited in social manipulation.<br />

<strong>Character</strong>-<strong>Driven</strong> <strong>Game</strong> <strong>Design</strong>: <strong>Character</strong>s,<br />

Conflict, and <strong>Game</strong>play<br />

Petri Lankoski and Staffan Björk<br />

In this paper we present an approach for designing characters and conflicts<br />

and deriving gameplay from character qualities and their rela-

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