Difference between revisions of "Fake Game Cancellations"

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''Games that pretend to be cancelled to be able to cause uncertainty of surprises when players are offered gameplay opportunities.''
  
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Some games wish to remain secret or mysterious, even to the people who play them, and this can make it problematic for them to recruit players to begin with. [[Fake Game Cancellations]] offers one solution to this: the game can be openly advertised so players can sign up to them but then pretend to be cancelled. By doing this both the general public which may have seen the invitations and the players who has signed up can believe that the game will not be staged, and when it then contacts players this can come as a surprise to them or they can be unsure about what events they experience are part of the game and which parts are not.
  
 
=== Examples ===
 
=== Examples ===

Revision as of 10:42, 1 October 2011

Games that pretend to be cancelled to be able to cause uncertainty of surprises when players are offered gameplay opportunities.

Some games wish to remain secret or mysterious, even to the people who play them, and this can make it problematic for them to recruit players to begin with. Fake Game Cancellations offers one solution to this: the game can be openly advertised so players can sign up to them but then pretend to be cancelled. By doing this both the general public which may have seen the invitations and the players who has signed up can believe that the game will not be staged, and when it then contacts players this can come as a surprise to them or they can be unsure about what events they experience are part of the game and which parts are not.

Examples

Majestic


Momentum

Prosopopeia


Using the pattern

An alternative to Fake Game Cancellations is Rabbit Hole Invitations.

Interface Aspects

Consequences

Relations

Can Instantiate

Surprises

Can Modulate

Alternate Reality Gameplay

Can Be Instantiated By

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki. However, the concept is described in Pervasive Games - Theory and Design[1] on page 104.

References

  1. Montola, M., Stenros, J. & Waern, A. (2009) Pervasive Games - Theory and Design. Morgan Kaufmann Publishers.

Acknowledgements

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