Difference between revisions of "Actor Detachment"
(→Relations) |
|||
Line 9: | Line 9: | ||
[[Category:Stub]] | [[Category:Stub]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | '' | + | ''Games that supports a wide range of players in that few aspects outside the game should influence their ability to play.'' |
+ | |||
− | |||
=== Examples === | === Examples === | ||
Line 17: | Line 17: | ||
== Using the pattern == | == Using the pattern == | ||
− | There are | + | There are three main issues games can deal with to support [[Actor Detachment]]. The first is to avoid making skills, knowledge, or other aspects from outside the game affect the game. The second is to make people feel invited to play the game, or at least not that the game rejects them because of who they are. The third, which is related to the second issue, is to avoid players feeling frozen out by other players. A simplistic way to create [[Actor Detachment]] is through having [[Single-Player Games]] or providing [[AI Players]] in [[Multiplayer Games]]. [[Massively Single-Player Online Games]] work the same way but can include some more social aspects. |
− | Somewhat paradoxical, [[Gameplay Mastery]] can support [[Actor Detachment]]. This since gameplay stressed some type of skill or knowledge, and this removes focus from other aspects of the players. This mastery can be shown through [[Game-Based Social Statuses]], but any type of social statuses that derives from players' relations to a game can help with instantiating the pattern. | + | While specific gameplay challenges in any games can be problematic regarding the first issue of [[Actor Detachment]], those based on [[Player Physical Prowess]], [[Real Life Activities Affect Game State]] or [[Real World Knowledge Advantages]] more or less guarantee this problem. Somewhat paradoxical, [[Gameplay Mastery]] can support [[Actor Detachment]]. This since gameplay stressed some type of skill or knowledge, and this removes focus from other aspects of the players. This mastery can be shown through [[Game-Based Social Statuses]], but any type of social statuses that derives from players' relations to a game can help with instantiating the pattern. |
+ | |||
+ | The second issue of [[Actor Detachment]] typically has more to do which choice of theme, story, and presentation of game worlds that with gameplay. Even so, have the pattern such as [[Cooperation]], [[Functional Roles]], [[Group Belonging]], and [[Togetherness]] make players focus on including other players rather than excluding them. | ||
The easiest way to make players not know about each other is to have [[Enforced Player Anonymity]]. Other forms of [[Player Anonymity]] can work, i.e. use of [[Anonymous Actions]] and [[Possibility of Anonymity]], but this makes the presence of the pattern a player choice. Likewise, the use of any form of [[Communication Channels]] can make a player voluntarily or involuntarily let other players know more about him- or herself. | The easiest way to make players not know about each other is to have [[Enforced Player Anonymity]]. Other forms of [[Player Anonymity]] can work, i.e. use of [[Anonymous Actions]] and [[Possibility of Anonymity]], but this makes the presence of the pattern a player choice. Likewise, the use of any form of [[Communication Channels]] can make a player voluntarily or involuntarily let other players know more about him- or herself. | ||
+ | |||
+ | === Diegetic Aspects ==== | ||
+ | [[Avatar Personalization]] can help with [[Actor Detachment]] by letting players have a large variety of possible appearances in a game. Besides letting them play whomever they wish, by making many possible types of [[Avatars]] playable the game is more inclusive. | ||
=== Interface Aspects === | === Interface Aspects === | ||
Line 27: | Line 32: | ||
== Consequences == | == Consequences == | ||
− | By minimizing the effects between players not directly related to gameplay expertise, [[Actor Detachment]] increases the [[Social Adaptability]] of a game. | + | By minimizing the effects between players not directly related to gameplay expertise, [[Actor Detachment]] increases the [[Social Adaptability]] of a game. It can however have negative effects on [[Social Interaction]] since players may be somewhat less interested in communicating with people they know less about. |
== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Social Adaptability]] | [[Social Adaptability]] | ||
Line 40: | Line 42: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[AI Players]], | ||
[[Anonymous Actions]], | [[Anonymous Actions]], | ||
+ | [[Avatar Personalization]], | ||
+ | [[Cooperation]], | ||
[[Enforced Player Anonymity]], | [[Enforced Player Anonymity]], | ||
+ | [[Functional Roles]], | ||
[[Game-Based Social Statuses]], | [[Game-Based Social Statuses]], | ||
[[Gameplay Mastery]], | [[Gameplay Mastery]], | ||
+ | [[Group Belonging]], | ||
+ | [[Massively Single-Player Online Games]], | ||
[[Mediated Gameplay]], | [[Mediated Gameplay]], | ||
[[Player Anonymity]], | [[Player Anonymity]], | ||
[[Player Physical Prowess]], | [[Player Physical Prowess]], | ||
− | [[Possibility of Anonymity]] | + | [[Possibility of Anonymity]], |
+ | [[Single-Player Games]], | ||
+ | [[Togetherness]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
Line 60: | Line 70: | ||
[[Real Life Activities Affect Game State]], | [[Real Life Activities Affect Game State]], | ||
[[Real World Knowledge Advantages]], | [[Real World Knowledge Advantages]], | ||
+ | [[Social Interaction]], | ||
[[Unmediated Social Interaction]] | [[Unmediated Social Interaction]] | ||
Revision as of 17:46, 14 July 2014
Games that supports a wide range of players in that few aspects outside the game should influence their ability to play.
Contents
Examples
Single-player games such as Solitaire naturally has Actor Detachment, and this goes for Puzzles such as Ostomachion, Tangram, and Jigsaw Puzzles as well. Similarly Computer Games do also in many cases support Actor Detachment. The early Arcade Games such as Pac-Man or Space Invaders do this by being single-player games where players compete against previous players for positions on high score lists. Other Computer Games, e.g. Counter-Strike, the Quake series and World of Warcraft, do this by letting players compete against or cooperate with each other over the internet.
Using the pattern
There are three main issues games can deal with to support Actor Detachment. The first is to avoid making skills, knowledge, or other aspects from outside the game affect the game. The second is to make people feel invited to play the game, or at least not that the game rejects them because of who they are. The third, which is related to the second issue, is to avoid players feeling frozen out by other players. A simplistic way to create Actor Detachment is through having Single-Player Games or providing AI Players in Multiplayer Games. Massively Single-Player Online Games work the same way but can include some more social aspects.
While specific gameplay challenges in any games can be problematic regarding the first issue of Actor Detachment, those based on Player Physical Prowess, Real Life Activities Affect Game State or Real World Knowledge Advantages more or less guarantee this problem. Somewhat paradoxical, Gameplay Mastery can support Actor Detachment. This since gameplay stressed some type of skill or knowledge, and this removes focus from other aspects of the players. This mastery can be shown through Game-Based Social Statuses, but any type of social statuses that derives from players' relations to a game can help with instantiating the pattern.
The second issue of Actor Detachment typically has more to do which choice of theme, story, and presentation of game worlds that with gameplay. Even so, have the pattern such as Cooperation, Functional Roles, Group Belonging, and Togetherness make players focus on including other players rather than excluding them.
The easiest way to make players not know about each other is to have Enforced Player Anonymity. Other forms of Player Anonymity can work, i.e. use of Anonymous Actions and Possibility of Anonymity, but this makes the presence of the pattern a player choice. Likewise, the use of any form of Communication Channels can make a player voluntarily or involuntarily let other players know more about him- or herself.
Diegetic Aspects =
Avatar Personalization can help with Actor Detachment by letting players have a large variety of possible appearances in a game. Besides letting them play whomever they wish, by making many possible types of Avatars playable the game is more inclusive.
Interface Aspects
Games with Mediated Gameplay more easily support Actor Detachment since the identities of players are more easily hidden but this advantage can easily be removed by the use of Communication Channels such as Chat Channels. In contrast, Unmediated Social Interaction may make Actor Detachment more difficult since players cannot avoid knowing more about each other.
Consequences
By minimizing the effects between players not directly related to gameplay expertise, Actor Detachment increases the Social Adaptability of a game. It can however have negative effects on Social Interaction since players may be somewhat less interested in communicating with people they know less about.
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
AI Players, Anonymous Actions, Avatar Personalization, Cooperation, Enforced Player Anonymity, Functional Roles, Game-Based Social Statuses, Gameplay Mastery, Group Belonging, Massively Single-Player Online Games, Mediated Gameplay, Player Anonymity, Player Physical Prowess, Possibility of Anonymity, Single-Player Games, Togetherness
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Chat Channels, Communication Channels, Real Life Activities Affect Game State, Real World Knowledge Advantages, Social Interaction, Unmediated Social Interaction
History
New pattern created in this wiki. However, the concept was developed by Linderoth et al. in 2006[1].
References
- ↑ Linderoth, J., Jäppinen, A., and Montola, M. (2006) How to measure the social adaptability of games - An evaluation template. IPerG deliverable.