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Character Driven Game Design

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5. Conclusions 45<br />

PC that lead to success. Following this, the designers need to define the<br />

behaviors for the NPC based on their goals that put the characters in<br />

opposition with the PC and create the wanted challenges.<br />

To give an example of setting up a conflict, I use the characters and<br />

social structure of the Romeo and Juliet by Shakespeare, as the story contains<br />

well-known characters and the conflict is nicely grounded to the<br />

character’s qualities (conversely, I take some liberties in the translation<br />

of the conflict in order to simplify the description). Using the wellknown<br />

characters reduces need to explain the characters in detail and<br />

allows me to concentrate on describing how to translate the character<br />

design and conflict into the gameplay.<br />

Two Families (a family is a Faction) the Montagues and the Capulets<br />

have a dispute. Romeo is a Montague and Juliet is a Capulet. Romeo<br />

and Juliet fell in love. The head of the Capulet family has arranged<br />

a marriage of Juliet to count Paris. However, Juliet wants to be with<br />

Romeo, but at the same time she wants to maintain her membership to<br />

the Faction. This is the source of the main conflict. Romeo has similar<br />

desires that forms the Internal Conflict.<br />

In order to complicate the situations further, Juliet has a protective<br />

brother, who will obtain a Continuous Goal (Björk, Holopainen, 2005)<br />

to prevent Juliet and Romeo from seeing each other if he finds out that<br />

they are in love. As the brother is hot blooded, he is likely to challenge<br />

Romeo to a duel to prevent their affair. As the local ruler has forbidden<br />

any duel between the two Factions (this can be described using<br />

the pattern Social Norm), the duel will lead to declaring the duelers<br />

as Outcasts if the ruler finds out about it. This is a form of the pattern<br />

Actions Have Social Consequences. The use of the pattern would be<br />

important in translation on a more general term, as the conflict looses<br />

impact without the choices having an impact to the gameplay. The head<br />

of Montague also has a Continuous Goal (Björk, Holopainen, 2005) of<br />

keeping his promise to count Paris, which is equivalent to the goal of<br />

keeping Romeo and Juliet separated.<br />

This setup can be utilized in different ways. Romeo is an obvious<br />

choice as the PC, because the story provides more for the design of<br />

the possible actions for Romeo, whereas making Juliet the PC requires<br />

more considerations of her possible actions. <strong>Game</strong> progression can be<br />

guided using goals and a goal structure. Depending on how tightly the<br />

designers want the flow of the game progression to follow the story of<br />

Romeo and Juliet, the goal structure needs to be set up in differently.<br />

Possible set-ups include:<br />

1. If the designers want to follow the progression of the story,<br />

a goal structure can be used to regulate play. In this way, the<br />

player needs to reach a goal, which is Predefined Goals (Björk,<br />

Holopainen, 2005) in a predefined order that follows the goal<br />

structure of the story.<br />

2. A sandbox style game can be supported by defining the winning

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