Difference between revisions of "Backseat Gamers"
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=== Examples === | === Examples === | ||
− | + | Single-player [[:Category:Computer Games]] are typically games that easily accommodate [[Backseat Players]] since several people can simultaneously view the display showing the game. While fast-paced games can make giving advice hard, game focusing on open world exploration (e.g. the [[Elder Scrolls series]] and [[Minecraft]]) or [[:Category:Turn-Based Games|Turn-Based Games]] (e.g. the [[Civilization (video game) series|Civilization]] and [[X-COM series]]) typically allow players to take in comments from those nearby while still being able to play without being handicapped. | |
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== Using the pattern == | == Using the pattern == |
Revision as of 10:30, 31 October 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Single-player Category:Computer Games are typically games that easily accommodate Backseat Players since several people can simultaneously view the display showing the game. While fast-paced games can make giving advice hard, game focusing on open world exploration (e.g. the Elder Scrolls series and Minecraft) or Turn-Based Games (e.g. the Civilization and X-COM series) typically allow players to take in comments from those nearby while still being able to play without being handicapped.
Using the pattern
The difference between Non-Player Help and Backseat Players is mainly in the awareness of "non-players" if they are affecting a game.
Can Be Instantiated By
Can Be Modulated By
Interface Aspects
Supporting Backseat Players does require someway for people besides the players observing the gameplay. This is typically not a problem with traditional Category:Board Games
Consequences
Backseat Players allow those not playing a game to influence it anyway. This is a form of Tiered Participation and can support a sense of Togetherness between those playing and those not playing.
Backseat Players may disrupt the social agreement a game instance is based on. This since the extra help may be perceived as cheating. While not necessarily noticeable in Mediated Gameplay, this makes the pattern easily come in conflict with PvP for games that have Unmediated Social Interaction.
Relations
Can Instantiate
Tiered Participation, Togetherness
Can Modulate
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Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Unmediated Social Interaction in PvP games
History
New pattern created in this wiki.
References
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