Difference between revisions of "Easter Eggs"
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The first documented [[Easter Eggs|Easter Egg]] was the text "Created by Robinett." in the game [[Adventure]]. It was put there by its programmer and designer, Warren Robinett. To find it, players had find an object a single pixel large that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This object then had to be carried to a specific wall to let the players enter a secret room which contained the message. | The first documented [[Easter Eggs|Easter Egg]] was the text "Created by Robinett." in the game [[Adventure]]. It was put there by its programmer and designer, Warren Robinett. To find it, players had find an object a single pixel large that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This object then had to be carried to a specific wall to let the players enter a secret room which contained the message. | ||
− | [[Easter Eggs]] can vary considerably in sizes. The [[Super Mario | + | [[Easter Eggs]] can vary considerably in sizes. The [[Super Mario series]] included entire levels as [[Easter Eggs]], including an underwater world that is seemingly endless. Topping this, the whole game [[Maniac Mansion]] is included as an [[Easter Eggs|Easter Egg]] in its sequel [[Day of the Tentacle]]. [[Star Trek: The Next Generation]] is worth mentioning since it is a [[:Category:Pinball Games|Pinball Game]] with a [[Breakout]]-like game as an [[Easter Eggs|Easter Egg]]. |
− | Game series that repeatedly make use of [[Easter Eggs]] include the [[Dragon Age series|Dragon Age]], [[Grand Theft Auto series|Grand Theft Auto]], [[Halo series|Halo]], and [[Super Smash Bros. | + | Game series that repeatedly make use of [[Easter Eggs]] include the [[Dragon Age series|Dragon Age]], [[Grand Theft Auto series|Grand Theft Auto]], [[Halo series|Halo]], and [[Super Smash Bros. series]]. |
For more examples, see the site GiantBomb which has a listing of games with [[Easter Eggs]]<ref name="gb"/>. | For more examples, see the site GiantBomb which has a listing of games with [[Easter Eggs]]<ref name="gb"/>. | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | [[Easter Eggs]] typically break [[Thematic Consistency]] since they often take the form of [[Extra-Game Information]]. | ||
=== Interface Aspects === | === Interface Aspects === | ||
− | + | Since [[Easter Eggs]] is mainly about surprising players and reward them for exploring, it is an [[Category:Information Patterns|Information Pattern]]. | |
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== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
+ | === Can Instantiate === | ||
+ | [[Extra-Game Information]], | ||
+ | [[Game World Exploration]], | ||
[[Replayability]] | [[Replayability]] | ||
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− | ==== with | + | ==== with [[Single-Player Games]] ==== |
+ | [[Bragging]], | ||
+ | [[Game-Induced Player Social Status]], | ||
+ | [[Meta Games]], | ||
+ | [[Social Interaction]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Challenging Gameplay]], | ||
+ | [[Game Worlds]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Secret Areas]] | ||
+ | |||
+ | [[Minigames]] together with [[Game World Exploration]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Clues]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Thematic Consistency]] | ||
== History == | == History == |
Revision as of 06:42, 8 October 2011
Surprises in the game that are not related to the game diegesis.
This pattern is a still a stub.
Easter Eggs are surprises put in games that do not necessarily advance the game story or even fit within the reality of the Game World. The design of Easter Eggs started as programmers' and game designers' ways of protesting against management but soon turned into a gameplay value, encouraging exploration and people to replay the games.
Contents
Examples
The first documented Easter Egg was the text "Created by Robinett." in the game Adventure. It was put there by its programmer and designer, Warren Robinett. To find it, players had find an object a single pixel large that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This object then had to be carried to a specific wall to let the players enter a secret room which contained the message.
Easter Eggs can vary considerably in sizes. The Super Mario series included entire levels as Easter Eggs, including an underwater world that is seemingly endless. Topping this, the whole game Maniac Mansion is included as an Easter Egg in its sequel Day of the Tentacle. Star Trek: The Next Generation is worth mentioning since it is a Pinball Game with a Breakout-like game as an Easter Egg.
Game series that repeatedly make use of Easter Eggs include the Dragon Age, Grand Theft Auto, Halo, and Super Smash Bros. series.
For more examples, see the site GiantBomb which has a listing of games with Easter Eggs[1].
Using the pattern
Designing Easter Eggs includes choosing where in the Game World they exist, what they contain, creating possible Clues to ease finding them, and making sure they are Optional Goals. Typical contents of Easter Eggs include Games within Games or Resources to modulate the Right Level of Difficulty. The use of Games within Games and other Easter Eggs that effectively change the mode of play may be more suitable in Single-Player Games, since there is no need to try and synchronize and explain changes of play mode in these types of games.
Diegetic Aspects
Easter Eggs typically break Thematic Consistency since they often take the form of Extra-Game Information.
Interface Aspects
Since Easter Eggs is mainly about surprising players and reward them for exploring, it is an.
Consequences
Easter Eggs are a way of providing Surprises in games, which are extra-game rewards in addition to any other benefits they give. Knowledge about their existence provides Optional Goals of Exploration and may stimulate Social Interaction between game sessions to pass Trans-Game Information. Easter Eggs may even promote Replayability, since players can have Player Defined Goals to find all Easter Eggs even after completing a game. The Consistent Reality Logic of an Alternative Reality can be negatively affected by Easter Eggs unless they only consist of Resources or purely aesthetic effects.
Relations
Can Instantiate
Extra-Game Information, Game World Exploration, Replayability
with Single-Player Games
Bragging, Game-Induced Player Social Status, Meta Games, Social Interaction
Can Modulate
Challenging Gameplay, Game Worlds
Can Be Instantiated By
Minigames together with Game World Exploration
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Easter Eggs that was part of the original collection in the book Patterns in Game Design[2].
References
- ↑ Page on the GiantBomb web site for Easter Eggs.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-