Information Technology Reference
In-Depth Information
Escalation Phase
De-escalation Phase
Conflict
intensity
level
War
Peace enforcement
Crisis
Crisis management
Peace keeping
Open
Conflict
Conflict management
Conflict management
Unstable
Peace
Direct prevention
Peace building
Stable
peace
Structural prevention
Peace consolidation
Duration
of conflict
Early stage Mid-stage Late-stage
Fig. 21.3 A conflict cycle proposed by Swanstrom and Weissmann [reproduced from Swanstrom
and Weissmann ( 2005 )]
As Village Voices is premised around creating conflict situations, it is therefore
centrally important that individual players indeed perceive game situations as actual
conflicts, as without this they would lack meaningful grounds to draw on during the
debrief phase. But perception of conflict can vary radically from one individual to
another. Part of the design challenge therefore became to ensure that each player
experienced conflict, in spite of their different conflict perception thresholds. The
literature on conflict proposes that it typically takes the form illustrated in Fig. 21.3 .
Village Voices attempts to create this experience curve for each individual player,
by selecting quests that appropriately escalate or de-escalate the conflict they are
currently experiencing. An example of quests that are given sequentially to the
character innkeeper is shown in Table 21.1 . The quests were designed so that a
player's perception of conflict rises as the quests advance. We hypothesized that the
degree of intensity of conflict that players feel escalates as the number of trading
partners increases, and the number of resources required grows. As such, in Quest
1 , the simplest quest, the player is asked to collect her own resources only. In Quest
2 , the player is required to obtain items from one other player, while in Quest 4
 
Search WWH ::




Custom Search