Difference between revisions of "Helpers"
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Game elements can change roles between being Helpers and Units due to the actions of the player, and this can be used to create new subgoals for the player. For example, in Baldur's Gate the player can talk to many non-player characters in the game, but some these characters can also be invited to the player's adventuring party, effectively changing their status from being a Helper to being a Unit. | Game elements can change roles between being Helpers and Units due to the actions of the player, and this can be used to create new subgoals for the player. For example, in Baldur's Gate the player can talk to many non-player characters in the game, but some these characters can also be invited to the player's adventuring party, effectively changing their status from being a Helper to being a Unit. | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Companions]], | ||
+ | [[Non-Player Characters]], | ||
+ | [[Tutorial Neighbors]] | ||
+ | |||
+ | |||
+ | [[Actions Have Diegetically Social Consequences]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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Like Clues, Helpers can support Smooth Learning Curves while only giving Illusionary Rewards since players may not follow or understand the help or advice they are given. | Like Clues, Helpers can support Smooth Learning Curves while only giving Illusionary Rewards since players may not follow or understand the help or advice they are given. | ||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Clues]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Game Worlds]], | ||
+ | [[Helplessness]], | ||
+ | [[Levels]], | ||
+ | [[Quests]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Enemies]] | ||
== Relations == | == Relations == | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Actions Have Diegetically Social Consequences]] | |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 09:38, 3 August 2011
Diegetic characters that help players.
This pattern is a still a stub.
Helpers are game elements presented as diegetic characters that support the players in completing goals by giving advice or by performing actions which the players are not able to perform. They are not under players' control, and typically do not move around in the game world.
Contents
Examples
Example: the rumor spreading non-player characters in Ultima series are sometimes directly and sometimes indirectly giving the player advice on how to progress in the game.
Example: each of the games in The Legend of Zelda series contains several helpers from helpful grandmothers to talking boats.
Mario Kart series being towed after falling of courses
Choosing the Mysterious Stranger perk in the Fallout series gives players a certain chance to be helped very temporarily in combat when things look grim. Fallout: New Vegas add a similar perk, Miss Fortune, that deals fatigue damage rather than real damage.
Using the pattern
The Helpers pattern is a direct subpattern of Clues, and as such the design choices relevant to Clues are relevant to Helpers. However, as Helpers typically are represented as living creatures, they may provide different Indirect Information when interacted with several times. This may range from simply rotating through a couple of answers to provide variation to providing new pieces of information when the previous goals have been completed. Further, game designer have to determine if the players can modify the reaction of Helpers by their actions, e. g. gifts, bribes, threats, or direct attacks. Sometimes Helpers can also act as Tools, for example, the Lion Boat in The Legend of Zelda: Wind Waker is also the player's main means of transportation. Helpers can be used to create Red Herrings for the players as the information they provide is rarely Direct Information about the game state.
Game elements can change roles between being Helpers and Units due to the actions of the player, and this can be used to create new subgoals for the player. For example, in Baldur's Gate the player can talk to many non-player characters in the game, but some these characters can also be invited to the player's adventuring party, effectively changing their status from being a Helper to being a Unit.
Can Be Instantiated By
Companions, Non-Player Characters, Tutorial Neighbors
Actions Have Diegetically Social Consequences
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Helpers are game elements in Levels or Game Worlds that provide players with Clues. They can also be used to unfold the Narrative Structure by providing background stories or letting the Helpers change their advice as gameplay progresses.
Like Clues, Helpers can support Smooth Learning Curves while only giving Illusionary Rewards since players may not follow or understand the help or advice they are given.
Can Instantiate
Can Modulate
Game Worlds, Helplessness, Levels, Quests
Potentially Conflicting With
Relations
Can Instantiate
Can Modulate
Game Worlds, Helplessness, Levels, Quests
Can Be Instantiated By
Companions, Non-Player Characters, Tutorial Neighbors
Can Be Modulated By
Actions Have Diegetically Social Consequences
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Helpers that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-