Difference between revisions of "Player Kicking"
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[[Category:Interface Patterns]] | [[Category:Interface Patterns]] | ||
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[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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''The extra-game action of removing a player from game instances.'' | ''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<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"/> ). When players do not follow these more important set of rules, either the other players or the game facilitators can enforce that offending players do not play anymore, [[Player Kicking]] them, in order to be able to continue with the gaming activity. | + | 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"/>). When players do not follow these more important set of rules, either the other players or the game facilitators can enforce that offending players do not play anymore, [[Player Kicking]] them, in order to be able to continue with the gaming activity. |
=== Examples === | === Examples === | ||
− | Many team-based [[:Category:Sports|Sports]] such as [[Ice Hockey]] and [[Soccer]] have rules for banning players from the current match or future ones if they commit various fouls. Similarly, moderators of team-based [[:Category:FPS Games|First-Person Shooters]] such as [[Return to Castle Wolfenstein: Enemy Territory]], the [[Battlefield series]], and the [[Team Fortress series]], can ban players but | + | Many team-based [[:Category:Sports|Sports]] such as [[Ice Hockey]] and [[Soccer]] have rules for banning players from the current match or future ones if they commit various fouls. Similarly, moderators of team-based [[:Category:FPS Games|First-Person Shooters]] such as [[Return to Castle Wolfenstein: Enemy Territory]], the [[Battlefield series]], and the [[Team Fortress series]], , can ban players but here players can also ban each other through majority votes. This functionality is needed since not all games are supervised and since the players typically do not know each other and are distributed spatially. |
== Using the pattern == | == Using the pattern == | ||
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=== Interface Aspects === | === Interface Aspects === | ||
− | The actual act of kicking a player is often | + | The actual act of kicking a player is often preceded by some type of [[Negotiation]]. For games that are not played face-to-face, this can be supported by [[Communication Channels]]. When the [[Player Kicking]] is enforced through [[Voting]], this similarly needs to be supported by [[Secondary Interface Screens]] if the game is not one played face-to-face. |
== Consequences == | == Consequences == | ||
− | + | When players can kick each other through a [[Voting]] system, [[Player Kicking]] gives players a [[Freedom of Choice]] of whom they need to play with. While this may help create an [[Exaggerated Perception of Influence]], the possibility of being kicked oneself can work against having a feeling [[Exaggerated Perception of Influence]]. | |
− | + | The actual act of [[Player Kicking]] is an [[Extra-Game Actions|Extra-Game Action]] that leads to [[Player Elimination]] and [[Game Over]] for the affected players. Since this is usually something contested by these players, [[Player Kicking]] is often preceded by [[Negotiation]]. | |
== Relations == | == Relations == |
Revision as of 09:22, 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 rules[2], 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 [3]). When players do not follow these more important set of rules, either the other players or the game facilitators can enforce that offending players do not play anymore, Player Kicking them, in order to be able to continue with the gaming activity.
Contents
Examples
Many team-based Sports such as Ice Hockey and Soccer have rules for banning players from the current match or future ones if they commit various fouls. Similarly, moderators of team-based First-Person Shooters such as Return to Castle Wolfenstein: Enemy Territory, the Battlefield series, and the Team Fortress series, , can ban players but here players can also ban each other through majority votes. This functionality is needed since not all games are supervised and since the players typically do not know each other and are distributed spatially.
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. 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.
Interface Aspects
The actual act of kicking a player is often preceded by some type of Negotiation. For games that are not played face-to-face, this can be supported by Communication Channels. When the Player Kicking is enforced through Voting, this similarly needs to be supported by Secondary Interface Screens if the game is not one played face-to-face.
Consequences
When players can kick each other through a Voting system, Player Kicking gives players a Freedom of Choice of whom they need to play with. While this may help create an Exaggerated Perception of Influence, the possibility of being kicked oneself can work against having a feeling Exaggerated Perception of Influence.
The actual act of Player Kicking is an Extra-Game Action that leads to Player Elimination and Game Over for the affected players. Since this is usually something contested by these players, Player Kicking is often preceded by Negotiation.
Relations
Can Instantiate
Exaggerated Perception of Influence, Extra-Game Actions, Game Over, Negotiation, Player Elimination
with Voting
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Communication Channels, Secondary Interface Screens
Possible Closure Effects
-
Potentially Conflicting With
Exaggerated Perception of Influence
History
New pattern created in this wiki.
References
- ↑ 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.
- ↑ Salen, K. & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press. ISBN 0262240459
- ↑ 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.