12. A system for emotion-based game character manipulation, the system comprising: a memory that stores a data table concerning quantified attributes for a first game character, the attributes including emotional attributes and non-emotional attributes; a processor, wherein execution of instructions by the processor determines an adjustment to a stored emotional attribute of the first game character based on an interaction between the first game character and a second game character; a data table adjuster stored in memory and executable to adjust the stored emotional attribute of the first game character as determined by execution of the instructions by the processor, wherein adjustment of the stored emotional attribute results in an adjustment to a non-emotional attribute of the first game character; and an action generator stored in memory and executable to generate a behavior of the first game character based on the adjusted non-emotional attribute.
12. A system for emotion-based game character manipulation, the system comprising: a memory that stores a data table concerning quantified attributes for a first game character, the attributes including emotional attributes and non-emotional attributes; a processor, wherein execution of instructions by the processor determines an adjustment to a stored emotional attribute of the first game character based on an interaction between the first game character and a second game character; a data table adjuster stored in memory and executable to adjust the stored emotional attribute of the first game character as determined by execution of the instructions by the processor, wherein adjustment of the stored emotional attribute results in an adjustment to a non-emotional attribute of the first game character; and an action generator stored in memory and executable to generate a behavior of the first game character based on the adjusted non-emotional attribute. 19. The system of claim 12 , wherein the action generator is further executable to direct the first game character to mimic an action performed by the second character.