Difference between revisions of "Player Kicking"

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[[Category:Stub]]
 
[[Category:Stub]]
 
''The extra-game action of removing a player from game instances.''
 
''The extra-game action of removing a player from game instances.''
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Even if all games have explicit or formalized rules at their core, additional rules govern the actual activities they support. These rules, called gaming rules<ref name="sjöblom"/> or implicit rules<ref name="Salen&Zimmerman/">, also need to be followed and can in fact be more important to follow as long as failure to follow the formalized rules are unintentional (see Myers 2008 for an example of how following the official rules but not the social rules of [[City of Heroes]] can result in a player being hated<ref name="myers">).
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This pattern is a still a stub.
 
This pattern is a still a stub.
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== Using the pattern ==
 
== Using the pattern ==
[[Player Kicking]] is not so much a pattern concerning gameplay as it is one concerning the game activity as a whole. It is added to games that want to give players or [[Game Masters]] the power to police themselves when some player is not behaving. Reasons for these can be cheating, using [[Exploits]], repeatedly engaging in [[Friendly Fire]], or any other activity that is deemed socially unacceptable.  
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[[Player Kicking]] is not so much a pattern concerning gameplay as it is one concerning the game activity as a whole. It is added to games that want to give players or [[Game Masters]] the power to police themselves when some player is not behaving. Reasons for these can be cheating, using [[Exploits]], repeatedly engaging in [[Friendly Fire]], or any other activity that is deemed socially unacceptable. [[Player Kicking]] does not directly have to do with gameplay progression, and therefore it does not make sense for game systems to perform this type of kicking. This makes the pattern make most sense in [[Multiplayer Games]] since cases where players of [[Single-Player Games]] - include those with [[Game Masters]] - perform in unacceptable ways and are kicked as a result are difficult to distinguish from other cases of [[Game Over]] in [[Single-Player Games]].
  
 
Implementing the pattern consist either of giving [[Game Masters]] privileges to access functionality to throw players from game servers, or implementing [[Voting]] system so players can initiate and enforce the kicking of other players on their own. It does not need to be supported explicitly through design in [[Self-Facilitated Games]] since players and [[Game Masters]] can there kick players on their own initiative.
 
Implementing the pattern consist either of giving [[Game Masters]] privileges to access functionality to throw players from game servers, or implementing [[Voting]] system so players can initiate and enforce the kicking of other players on their own. It does not need to be supported explicitly through design in [[Self-Facilitated Games]] since players and [[Game Masters]] can there kick players on their own initiative.
 
[[Player Kicking]] does not directly have to do with gameplay progression, and therefore it does not make sense for game systems to perform this type of kicking. This makes the pattern make most sense in [[Multiplayer Games]] since cases where players of [[Single-Player Games]] - include those with [[Game Masters]] - perform in unacceptable ways and are kicked as a result are difficult to distinguish from other cases of [[Game Over]] in [[Single-Player Games]].
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Exaggerated Perception of Influence]]
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[[Exaggerated Perception of Influence]]
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[[Freedom of Choice]]
  
  
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== References ==
 
== References ==
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<references>
 
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<ref name="Salen&Zimmerman">Salen, K. & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press. ISBN 0262240459</ref>
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<ref name="sjöblom">Sjöblom, B. (2008). The Relevance of Rules: Negotiations and Accounts in Co-operative and Co-located Computer Gaming. Proceedings of the [player] conference, IT University of Copenhagen, August 26-29, 2008, pp. 335-378.</ref>
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</references>
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<ref name="myers">Myers, D. (2008). Play and punishment: The sad and curious case of Twixt. In The [Player] Conference Proceedings. Copenhagen, Denmark: The Center for Computer Games Research, The IT University of Copenhagen.</ref>
 
== Acknowledgements ==
 
== Acknowledgements ==

Revision as of 08:44, 11 July 2011

The extra-game action of removing a player from game instances.

Even if all games have explicit or formalized rules at their core, additional rules govern the actual activities they support. These rules, called gaming rules[1] or implicit rulesCite error: Closing </ref> missing for <ref> tag [1] </references> [2]

Acknowledgements

  1. 1.0 1.1 Sjöblom, B. (2008). The Relevance of Rules: Negotiations and Accounts in Co-operative and Co-located Computer Gaming. Proceedings of the [player] conference, IT University of Copenhagen, August 26-29, 2008, pp. 335-378.
  2. Myers, D. (2008). Play and punishment: The sad and curious case of Twixt. In The [Player] Conference Proceedings. Copenhagen, Denmark: The Center for Computer Games Research, The IT University of Copenhagen.