Difference between revisions of "Extra-Game Input"
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''Affects on game states whose sources are neither internal nor from players.'' | ''Affects on game states whose sources are neither internal nor from players.'' | ||
− | + | Game systems consist of states and rules for how these states can change. The changes are usually initiated through the actions of players or as follow-up effects from earlier changes, but depending on the physical instantiation of a game other forces may be able to affect the game state. Typically this [[Extra-Game Input]] is not supposed to happen and game facilitators, players, or the system itself should strive to prevent this and remove these unwanted changes if possible (e.g. a king knocked over in [[Chess]] by the wind should be place upright). However, games can be designed to let some types of [[Extra-Game Input]] be permitted as allowed ways to change the system. This is typically to introduce randomness and surprises, or to make it possible to provide new content during game instances. | |
=== Examples === | === Examples === |
Revision as of 12:53, 24 January 2012
Affects on game states whose sources are neither internal nor from players.
Game systems consist of states and rules for how these states can change. The changes are usually initiated through the actions of players or as follow-up effects from earlier changes, but depending on the physical instantiation of a game other forces may be able to affect the game state. Typically this Extra-Game Input is not supposed to happen and game facilitators, players, or the system itself should strive to prevent this and remove these unwanted changes if possible (e.g. a king knocked over in Chess by the wind should be place upright). However, games can be designed to let some types of Extra-Game Input be permitted as allowed ways to change the system. This is typically to introduce randomness and surprises, or to make it possible to provide new content during game instances.
Contents
Examples
While a large part of the tasks of game facilitators and game masters typically relies in upholding and running the games, the introduction of new rules or new gameplay content by them can be seen as a form of Extra-Game Input when done during gameplay and not clearly as independent expansions. Examples of this include additions to games and game worlds made in Tabletop Roleplaying Games such as Dungeons & Dragons and World of Darkness, patches or interventions in Massively Multiplayer Online Games such as World of Warcraft and Ultima Online, and updates in social media games such as FarmVille and Mafia Wars. If these are treated as Extra-Game Input is however subjective; to those that expect these changes and do not suffer unexpected setbacks due to these it can be seen as part of the game while for others it can be seen as surprises or violations of what was considered to be the game.
Games using sensors do not always qualify as having Extra-Game Input. For example, those that use various types of location sensors (e.g. Geocaching and SCVNGR) use these to make the real world part of the gameplay area. Examples of games where the sensors are used more to create input rather than ground the game include the Boktai series, in which players must place the game cartridge in direct sunlight while playing to recharge their solar guns. The use of Bluetooth devices in Insectopia to generate insects also qualify since the availability of many of these are unpredictable.
Games where different game instances can be influenced by other game instances, from the same game or other games, are also a way of providing Extra-Game Input. Examples of such games include Spore, where races and artifacts created by players are used to create content in other players games, and NetHack, where messages written by a player in one game instance can be found by players in another game instance. In 4 Minutes and 33 Seconds of Uniqueness the only influence players have over the gameplay is when they begin, all other input to the game comes as Extra-Game Input when other players start playing the game. The ability to help other players in CityVille and FarmVille are borderline cases of Extra-Game Input since they must have acknowledged each other as neighbors; the ability of non-players to help by clicking links in Facebook is a stronger example.
Using the pattern
Can Be Instantiated By
Artifact-Artifact Proximity, Coupled Games, Dedicated Game Facilitators, Evolving Rule Sets, Game Element Insertion, Game Masters, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Extra-Game Actions, Events Timed to the Real World, Handles
with Activity Blending
Real Life Activities Affect Game State
Can Modulate
Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay
Relations
Can Instantiate
Extra-Game Actions, Events Timed to the Real World, Handles
with Activity Blending
Real Life Activities Affect Game State
Can Modulate
Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay
Can Be Instantiated By
Artifact-Artifact Proximity, Coupled Games, Dedicated Game Facilitators, Evolving Rule Sets, Game Element Insertion, Game Masters, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
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History
Updated version of the pattern Extra-Game Input first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
Johan Peitz