1. A method for emotion-based game character manipulation, the method comprising: maintaining a table of quantified attributes for a first game character, the attributes including emotional attributes and non-emotional attributes; determining an adjustment to an emotional attribute of the first game character based on an interaction between the first game character and a second game character; adjusting the emotional attribute of the first game character as determined, wherein adjustment of the emotional attribute results in an adjustment to a non-emotional attribute of the first game character; and generating a behavior of the first game character based on the adjusted non-emotional attribute.