1. A method for emotion-based game character manipulation, the method comprising: executing instructions stored in memory, wherein execution of the instructions by a processor: maintains a table of quantified attributes for a first game character, the attributes including emotional attributes and non-emotional attributes; determines 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; adjusts 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 generates a behavior of the first game character based on the adjusted non-emotional attribute.