LUNA / Card / ENT-02
Card · ENT-02
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Card
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Entity avatar
A directly controlled Entity that represents an agent 1:1. If the avatar is lost, the agent loses. The identification with the agent is what distinguishes it from the Pawn.
Design question – How strongly should your agents identify with their figure? How heavily should its loss weigh?
Reference example – Pac-Man: Pac-Man is you – if he is caught, a life is gone. HeroQuest: each person controls exactly one hero; if it falls, they are out. Animal Crossing: your own character is your self on the island – with a look you chose.
Dimension profile
- mutability – variable (often progression (grows))
- persistence – persistent (preserved over the course)
- control – direct_agent_controlled (like the DCU)
- visibility – open (visible)
- ownership – personal (defining – belongs to/represents the agent)
- mobility – mobile (like the DCU)
- interactivity – variable (usually an action means)
- value – variable (type-open)
Compatible with
- Direct Controllable Unit (ENT-01) – The avatar is a specialization of the DCU (shared dimension profile); the precise is-a relation is not yet modelled in the vocabulary.
- Pawn (ENT-03) – A parallel direct-control specialization; distinguished via the agent relation (represents only for the avatar).
Stack
Belongs to the stack
- Entity
- What exists in your game – and how is it configured? (8 cards)
- Ludic Entity
- To the term
- ENT-01 Direct Controllable Unit
- previous card
- ENT-03 Pawn
- next card