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DiGRA
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The paper examines the Pataphysic Institute (PI), a prototype multiplayer game world in which "affective actions" (AAs), social actions that shift avatars' emotional states, serve as a vertical slice demonstrating how a single game mechanic generates play dynamics. PI's design rests on a Mind Module agent architecture in which traits, emotions, sentiments, and moods decay at different rates, constraining which spells and actions a player can use according to personality and mood. Unlike simulation titles such as The Sims 2, PI gives players only partial information about the world, situating it within the tradition of multiplayer role-playing games rather than god-like control.
The AA mechanic lets players use social actions to alter an avatar's mood and thereby unlock spells, with success gated by the target's mood, the performer's mood, existing relationships, and prior actions. Iterative development drew on paper-prototype playtests with 10 participants and software-prototype playtests with 25 participants. Feedback led to replacing extreme actions requested by players and imposing caps on active AAs (eight per character, one active per type, four per target). Participants frequently described the mood system as intuitive. The final design comprises 48 AAs learned across six progression steps, tuned to balance mechanical affordances against believability.
Nine sessions with 25 participants tested AAs across three scenarios: competition for affection, combat against emotion-based entities, and neutralization of player-authored "compound manifestations." Players favored positive AAs when role-playing as the object of affection but leaned toward negative AAs against rivals, and their choices shifted with context among exploration, social role-play, and combat. Players also required game-master guidance because system feedback was unclear. The author concludes that role-play framing makes negative social actions socially acceptable and recommends clearer feedback, autonomous avatar behavior that mimics indirect social cues, and player controls over avatar autonomy in future iterations.
DiGRA · 2007