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Character Driven Game Design

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62<br />

<strong>Character</strong>-<strong>Driven</strong> <strong>Game</strong> <strong>Design</strong><br />

- Potentially conflicting with: none<br />

References:<br />

——<br />

article 1<br />

<strong>Character</strong> Defining Actions<br />

The choices that a player makes define what kind of character the character is.<br />

The character largely is how it behaves in terms of the interpretation.<br />

In addition, the character can get better in performing actions after repeated<br />

use.<br />

- Example: With the successfully use of a skill or ability in a<br />

table-top role-playing game CORPS (Porter, 1994) one gets experience<br />

in those skills, and the skill will increase after enough<br />

use. A similar system is used in The Elders Scroll IV: Oblivion<br />

(Bethesda <strong>Game</strong> Studios, 2006).<br />

Using the Pattern: <strong>Character</strong> Defining Actions can be implemented<br />

by using patterns of <strong>Character</strong> Development (Björk, Holopainen, 2005)<br />

where the performed actions determine the areas of Gaining Competences—via<br />

Skills (Björk, Holopainen, 2005), Improved Abilities (Björk,<br />

Holopainen, 2005), and New Abilities (Björk, Holopainen, 2005). Alternatively,<br />

actions can change the relations between the PC and NPC via<br />

Actions Have Social Consequences. The use of characters introduces<br />

pattern <strong>Character</strong> Defining Actions, as to how the player or the game<br />

system guide the character influence on how a player interprets the<br />

character.<br />

Consequences: The choices of a player influence the perceived personality<br />

of the character. Moreover, the choices the player makes shapes<br />

the gameplay to match the traits of the character.<br />

Relations<br />

——<br />

Instantiates: none<br />

——<br />

Instantiated by: <strong>Character</strong> (Björk, Holopainen, 2005), Enforced<br />

<strong>Character</strong> Behavior<br />

——<br />

Modulates: none<br />

——<br />

Modulated by: <strong>Character</strong> Development (Björk, Holopainen,<br />

2005), Gain Competencies (Björk, Holopainen, 2005), Skills<br />

(Björk, Holopainen, 2005), Improved Abilities (Björk, Holopainen,<br />

2005), New Abilities (Björk, Holopainen, 2005), Actions have<br />

Social Consequences, Player-<strong>Design</strong>ed <strong>Character</strong>, Internal Conflict<br />

——<br />

Potentially conflicting with: Narrative Structures (Björk, Holopainen,<br />

2005), Cut-Scenes (Björk, Holopainen, 2005)<br />

References:<br />

——<br />

article 2<br />

——<br />

article 6

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