Difference between revisions of "Dexterity-Based Actions"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Mechanical Patterns]] | [[Category:Mechanical Patterns]] | ||
+ | [[Category:Interface Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
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[[Category:Needs references]] | [[Category:Needs references]] | ||
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[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
''Actions whose success or failure depends on some form of dexterity, in most cases, eye-hand coordination.'' | ''Actions whose success or failure depends on some form of dexterity, in most cases, eye-hand coordination.'' | ||
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Most sports require skillful Dexterity-Based Actions as part of Game Mastery, and this is often used to define what a sport is. The question of whether Chess is a sport shows that this definition is not fully accepted by everyone. | Most sports require skillful Dexterity-Based Actions as part of Game Mastery, and this is often used to define what a sport is. The question of whether Chess is a sport shows that this definition is not fully accepted by everyone. | ||
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+ | [[Pole Vaulting]] | ||
+ | |||
+ | [[Long Jump]] | ||
+ | |||
+ | [[Javelin Throw]] | ||
[[Ascending Empires]] | [[Ascending Empires]] | ||
[[Jenga]] | [[Jenga]] | ||
+ | |||
Moving Avatars in first-person shooters can be seen as a Dexterity-Based Action, since players can get feedback quickly enough to feel immersed in the virtual environment. | Moving Avatars in first-person shooters can be seen as a Dexterity-Based Action, since players can get feedback quickly enough to feel immersed in the virtual environment. | ||
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+ | [[Rock Band series]] | ||
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+ | [[Donkey Konga series]] | ||
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+ | [[:Category:FPS Games|First-Person Shooters]] | ||
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+ | [[:Category:Racing Games|Racing Games]] | ||
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+ | [[:Category:Platform Games|Platform Games]] | ||
== Using the pattern == | == Using the pattern == | ||
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Surprises make ongoing Dexterity-Based Actions difficult, and the success of Dexterity-Based Actions is easily destroyed by any Disruption of Focused Attention events. For non-mediated Dexterity-Based Actions in sports, e. g., archery, the high levels of Game Mastery can be described as being able to ignore all Disruption of Focused Attention events, including the ones generated by one's own thoughts. | Surprises make ongoing Dexterity-Based Actions difficult, and the success of Dexterity-Based Actions is easily destroyed by any Disruption of Focused Attention events. For non-mediated Dexterity-Based Actions in sports, e. g., archery, the high levels of Game Mastery can be described as being able to ignore all Disruption of Focused Attention events, including the ones generated by one's own thoughts. | ||
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− | + | Dexterity-Based Actions are present in Real-Time Games where either Timing orExtended Actions is required; in the latter case, with a granularity so small that players do not notice the end of one action and the start of another action. | |
− | === | + | can modulate [[Real-Time Games]] |
+ | |||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Avatars]], | ||
+ | [[Cameras]], | ||
+ | [[Maneuvering]], | ||
+ | [[Obstacles]], | ||
+ | [[Rhythm-Based Actions]] | ||
+ | |||
+ | [[Real-Time Games]] together with [[Aim & Shoot]], [[Capture]], [[Combat]] | ||
+ | |||
+ | === Interface Aspects === | ||
+ | The interfaces that allow [[Dexterity-Based Actions]] are often of essential concern for games with these types of actions. This can be seen not only in the specialized equipment for the [[Donkey Konga series|Donkey Konga]] and [[Rock Band series]] (and peripheral such as steering wheels for [[:Category:Racing Games|Racing Games]]) but also the heavy regulation regarding which equipment is allowed in sporting competitions such as [[Long Jump]], [[Javelin Throw]], and [[Pole Vaulting]]. For this reason, [[Dexterity-Based Actions]] is an [[Category:Interface Patterns|Interface Pattern]]. | ||
== Consequences == | == Consequences == | ||
− | Dexterity-Based Actions are | + | [[Dexterity-Based Actions]] are typically [[Extended Actions]] that allow players to enter both [[Sensory-Motoric Engrossment|Sensory-Motoric]] and [[Spatial Engrossment]]. Mastering [[Dexterity-Based Actions]] often forms the core of [[Game Mastery]] in [[Real-Time Games]], and provide easy access route for creating [[Player/Character Skill Composites]] in games. Since players often have a high degree of granularity to affect the outcome when they use their bodies to perform [[Dexterity-Based Actions]], this can lead to an [[Exaggerated Perception of Influence]]. |
== Relations == | == Relations == | ||
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[[Exaggerated Perception of Influence]], | [[Exaggerated Perception of Influence]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
− | [[Player/Character Skill Composites]] | + | [[Game Mastery]], |
+ | [[Player/Character Skill Composites]], | ||
+ | [[Sensory-Motoric Engrossment|Sensory-Motoric]], | ||
+ | [[Spatial Engrossment]] | ||
=== Can Modulate === | === Can Modulate === | ||
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== History == | == History == | ||
− | An updated version of the pattern '' | + | An updated version of the pattern ''Dexterity-Based Actions'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. |
== References == | == References == |
Revision as of 17:07, 9 October 2011
Actions whose success or failure depends on some form of dexterity, in most cases, eye-hand coordination.
This pattern is a still a stub.
Dexterity-Based Actions are those actions whose effects are determined by how the player physically performs them. The effects of the actions do not have to be directly connected to what the player is manipulating for actions to be dexterous: billiards and computer games are examples of how games can be manipulated through indirect control.
Linderoth
Contents
Examples
Most sports require skillful Dexterity-Based Actions as part of Game Mastery, and this is often used to define what a sport is. The question of whether Chess is a sport shows that this definition is not fully accepted by everyone.
Moving Avatars in first-person shooters can be seen as a Dexterity-Based Action, since players can get feedback quickly enough to feel immersed in the virtual environment.
Using the pattern
Dexterity-Based Actions are present in both traditional games and computer games, but are mediated in computer games. However, they must be Real-Time Games, and response times from computer systems can affect Dexterity-Based Actions negatively; if actions take much time before they are enacted---typically above 100 milliseconds---they do not seem to be the immediate effect of player actions and thereby do not seem to be Dexterity-Based Actions. This can somewhat be mitigated with games that have few Surprises and either use Timing for single actions together with Progress Indicators or use Rhythm-Based Actions where the delays can be ignored for the internal rhythm that players can maintain.
Examples of actions that require Dexterity-Based Actions are Movement that requires Maneuvering, especially to avoid Obstacles, and various forms of Combat or games with Overcome goals, with Aim & Shoot being a particularly common form in computer games. The difficulty of Dexterity-Based Actions can be modulated by making players manipulate game elements through Indirect Control.
The difficulty of Dexterity-Based Actions is dependent on how the players perceive the Game World. Although First-Person Views give players Spatial Immersion and thereby a perception of the game state, which is directly related to the actions that are to be performed, Third-Person Views can sometimes be easier, since they make it easier to see the relation between their Focus Loci and the environment. For example, timing the jump over a chasm can be easier with a Third-Person View than a First-Person View, as players can see exactly when to push off while still seeing where one is going. Likewise, Maneuvering a vehicle can be easier from a Third-Person View, as one can see the distance to other objects more easily and can have a better sense of scale.
Surprises make ongoing Dexterity-Based Actions difficult, and the success of Dexterity-Based Actions is easily destroyed by any Disruption of Focused Attention events. For non-mediated Dexterity-Based Actions in sports, e. g., archery, the high levels of Game Mastery can be described as being able to ignore all Disruption of Focused Attention events, including the ones generated by one's own thoughts.
Dexterity-Based Actions are present in Real-Time Games where either Timing orExtended Actions is required; in the latter case, with a granularity so small that players do not notice the end of one action and the start of another action.
can modulate Real-Time Games
Can Be Instantiated By
Avatars, Cameras, Maneuvering, Obstacles, Rhythm-Based Actions
Real-Time Games together with Aim & Shoot, Capture, Combat
Interface Aspects
The interfaces that allow Dexterity-Based Actions are often of essential concern for games with these types of actions. This can be seen not only in the specialized equipment for the Donkey Konga and Rock Band series (and peripheral such as steering wheels for Racing Games) but also the heavy regulation regarding which equipment is allowed in sporting competitions such as Long Jump, Javelin Throw, and Pole Vaulting. For this reason, Dexterity-Based Actions is an.
Consequences
Dexterity-Based Actions are typically Extended Actions that allow players to enter both Sensory-Motoric and Spatial Engrossment. Mastering Dexterity-Based Actions often forms the core of Game Mastery in Real-Time Games, and provide easy access route for creating Player/Character Skill Composites in games. Since players often have a high degree of granularity to affect the outcome when they use their bodies to perform Dexterity-Based Actions, this can lead to an Exaggerated Perception of Influence.
Relations
Can Instantiate
Exaggerated Perception of Influence, Extended Actions, Game Mastery, Player/Character Skill Composites, Sensory-Motoric, Spatial Engrossment
Can Modulate
Can Be Instantiated By
Avatars, Cameras, Maneuvering, Obstacles, Rhythm-Based Actions
Real-Time Games together with Aim & Shoot, Capture, Combat
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Dexterity-Based Actions 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
-