Difference between revisions of "Early Elimination"

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[[Category:Negative Patterns]]
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[[Category:Subjective Patterns]]
 
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''The ending of players' game sessions well in advance of the end of game instances.''
 
''The ending of players' game sessions well in advance of the end of game instances.''
  
This pattern is a still a stub.
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Player elimination occurs in many games. [[Early Elimination]] occurs when one or more players are eliminated long before the games end, forcing them to have extended periods of times when they cannot participate in the games in the same fashion as other players.
 
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Early Elimination is usually considered to be an unwanted feature in multiplayer games with long play time, especially in the case of face to face board or card games, as the eliminated player remains outside the play for the rest of the game instance.
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=== Examples ===
 
=== Examples ===
Example: it is possible, although quite rare, to eliminate one of the players in Magic: The Gathering in the early phases of the game instance.
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[[Early Elimination]] is found in [[:Category:Board Games|Board Games]] such as [[Monopoly]] and [[Risk]]. It can also occur in [[Diplomacy]] although there players as a group can control this to certain extent. [[Assassin]] and [[Mafia]] are games specifically designed around player elimination and the first players to be eliminated suffer from [[Early Elimination]].
 
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Example: in Counter-Strike the players can be killed in very early phases of the game round and they remain outside the play for the rest of the round. Some configurations of Counter-Strike, however, allow the eliminated players to observe what is happening during the game.
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[[Monopoly]]
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[[Risk]]
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[[Assassin]]
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It is possible, although quite rare, to eliminate one of the players in [[Magic: The Gathering]] in the early phases of matches.
  
[[Mafia]]
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In [[Counter-Strike]] players can be killed in very early in game rounds and if so they remain outside the play for the rest of the round. Some configurations of [[Counter-Strike]], however, allow eliminated players to observe what is happening during the game as spectators.
  
 
== Using the pattern ==
 
== Using the pattern ==
Early Elimination requires that there is Player Elimination in the first place. An easy way to introduce Early Elimination is to make the possibilities to complete Eliminate goals present from the beginning of gameplay. For example, in Counter-Strike one well-placed shot from the enemy is all it takes to Eliminate a player. The available actions do not have to instantly Eliminate players. The same can be achieved if the effects of harmful actions can be stacked or accumulated in a short time in such way that the player is taken out of the game.
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[[Early Elimination]] is in one sense always possible in games as any game instance may have [[Early Leaving Players]] through [[Surrendering]]. However, [[Early Elimination]] due to game events requires that [[Player Elimination]] is possible in a [[Multiplayer Games|Multiplayer Game]], and then that some players can suffer from this well in advance of the game instances ending. An easy way to introduce [[Early Elimination]] is to make the possibilities to complete [[Eliminate]] goals present from the beginning of gameplay, e.g. through using [[Permadeath]]. While this makes it possible that [[Early Elimination]] occurs, building games around [[Last Man Standing]] goals encourage players to force these [[Early Elimination]] on other players. [[Counter-Strike]] is an example of this where one well-placed shot from an enemy players at once can [[Eliminate]] a player. The possibility of [[Player Kicking]] in a game can also lead to [[Early Elimination]] but in this case for social reasons rather than pure gameplay reasons.
  
Early Elimination, however, does not require that the fulfillment of Eliminate goal can take place in the early phases of the game. For example, Monopoly has Early Elimination because it is possible to Eliminate players while there is still potentially hours of remaining play time although more than an hour can already have passed. In case of Monopoly this amount of possible Downtime in social play is often far too long. The length of the possible Downtime is ultimately what matters and has different consequences depending on if the game is played in face to face situation with friends or anonymously over the net. Some of the downsides of Early Elimination can be avoided by setting known Time Limits for the game instances and letting the players modify this Time Limit according to their needs. Another way is to let the Eliminated players participate in the game in some manner, for example, as Spectators or as neutral Enemies for the rest of the players.
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[[Early Elimination]], however, does not require that the fulfillment of [[Eliminate]] goals can take place in early phases of the game. For example, [[Monopoly]] has [[Early Elimination]] even if the elimination may occur after more than an hour's gameplay since there is still potentially several more hours of remaining play time. The length of the possible [[Downtime]] is what ultimately matters if players perceive that they have been eliminated early, but this length differs depending on if a game is played face-to-face with friends or anonymously over the net.  
 
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=== Can Be Instantiated By ===
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[[Player Kicking]]
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=== Can Be Modulated By ===
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[[Time Limits]]
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[[Limited Gameplay Time]]
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[[Last Man Standing]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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[[Early Elimination]] can be countered through many of the ways [[Player Elimination]] can be countered. However, additional solutions exist by regulating the length of the game instances since this affects how long time players can have [[Downtime]]. Two examples are using [[Time Limits]] on the game instances or using strong [[Positive Feedback Loops]] since both these effectively provides [[Limited Gameplay Time]]. Another solution to let players have some meaningful activity during their wait is to let them control neutral [[Enemies]] (although this risks creating [[Kingmaker]] situations). Yet another is to have temporary [[Invulnerabilities]] in the beginning of a game. Having an [[Extermination]] phase at the end of the game counters [[Early Elimination]] since it gravitates eliminations to the end of game instances.
  
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There are some options if ones does not want to remove [[Early Elimination]] but still remove some of the negative effects of it (see below). [[Game Lobbies]] can let eliminate players interact with each other and thereby not be socially isolated. As an alternative, games with [[Early Elimination]] can make [[Spectators]] out of the people who get eliminated from gameplay. This occurs automatically in games with [[Unmediated Social Interaction]] but can be supported through special views in games with [[Mediated Gameplay]].
  
 
== Consequences ==
 
== Consequences ==
[[Early Elimination]] is, in one sense, just a more drastic version of [[Player Elimination]]. [[Early Elimination]] has similar effects on [[Tension]] as [[Player Elimination]] during the play, but can lead to longer period of [[Downtime]] and make it difficult to keep the affect players interested in the game instances as a whole.  
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[[Early Elimination]] is, in one sense, just a more drastic version of [[Player Elimination]]. [[Early Elimination]] has similar effects on [[Tension]] as [[Player Elimination]] in [[Multiplayer Games]], but can lead to longer period of [[Downtime]] and make it difficult to keep the affect players interested in the game instances as a whole. It can make it difficult for players to want to engaging in [[Playing to Lose]].
  
The effect, of course, depends on the average play time of each game instance. Games with naturally short game instances, e.g. through using [[Time Limits]] to create [[Limited Gameplay Time]], may have [[Early Elimination]] and  
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It can be seen as both a [[:Category:Negative Patterns|Negative]] and [[:Category:Subjective Patterns|Subjective]] pattern. This since how negative it is depends much on how much actual time players need to have [[Downtime]] after being elimination and before the players as a whole can start a new activity, and how boring affected players perceive this [[Downtime]]. However, it can be motivated as a way of maintaining [[Thematic Consistency]] in game worlds where people die often or randomly.
 
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with  are quite similar to games with Spawning, but if the resulting Downtime for the players can be long it is worthwhile to consider carefully whether to introduce Early Elimination to the game.
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=== Can Modulate ===
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[[Multiplayer Games]],  
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[[Player Elimination]]
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These effects, of course, depend on the average play time of each game instance. Games with naturally short game instances, e.g. through using [[Time Limits]] to create [[Limited Gameplay Time]], may have [[Early Elimination]] without players seeing the resulting [[Downtime]] as a big problem. This is especially true for games that are played in many rounds, as for example [[Counter-Strike]] does.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Downtime]]
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[[Downtime]],
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[[Kingmaker]],
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[[Spectators]],
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[[Tension]],
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[[Thematic Consistency]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Early Leaving Players]],
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[[Eliminate]],
 
[[Last Man Standing]],  
 
[[Last Man Standing]],  
[[Player Kicking]]
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[[Permadeath]],
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[[Player Kicking]],
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[[Surrendering]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Game Lobbies]],
 
[[Limited Gameplay Time]],  
 
[[Limited Gameplay Time]],  
 
[[Time Limits]]
 
[[Time Limits]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Extermination]],
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[[Invulnerabilities]],
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[[Playing to Lose]]
  
 
== History ==
 
== History ==
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== Acknowledgements ==
 
== Acknowledgements ==
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Carl Heath

Latest revision as of 16:19, 25 July 2015

The ending of players' game sessions well in advance of the end of game instances.

Player elimination occurs in many games. Early Elimination occurs when one or more players are eliminated long before the games end, forcing them to have extended periods of times when they cannot participate in the games in the same fashion as other players.

Examples

Early Elimination is found in Board Games such as Monopoly and Risk. It can also occur in Diplomacy although there players as a group can control this to certain extent. Assassin and Mafia are games specifically designed around player elimination and the first players to be eliminated suffer from Early Elimination.

It is possible, although quite rare, to eliminate one of the players in Magic: The Gathering in the early phases of matches.

In Counter-Strike players can be killed in very early in game rounds and if so they remain outside the play for the rest of the round. Some configurations of Counter-Strike, however, allow eliminated players to observe what is happening during the game as spectators.

Using the pattern

Early Elimination is in one sense always possible in games as any game instance may have Early Leaving Players through Surrendering. However, Early Elimination due to game events requires that Player Elimination is possible in a Multiplayer Game, and then that some players can suffer from this well in advance of the game instances ending. An easy way to introduce Early Elimination is to make the possibilities to complete Eliminate goals present from the beginning of gameplay, e.g. through using Permadeath. While this makes it possible that Early Elimination occurs, building games around Last Man Standing goals encourage players to force these Early Elimination on other players. Counter-Strike is an example of this where one well-placed shot from an enemy players at once can Eliminate a player. The possibility of Player Kicking in a game can also lead to Early Elimination but in this case for social reasons rather than pure gameplay reasons.

Early Elimination, however, does not require that the fulfillment of Eliminate goals can take place in early phases of the game. For example, Monopoly has Early Elimination even if the elimination may occur after more than an hour's gameplay since there is still potentially several more hours of remaining play time. The length of the possible Downtime is what ultimately matters if players perceive that they have been eliminated early, but this length differs depending on if a game is played face-to-face with friends or anonymously over the net.

Early Elimination can be countered through many of the ways Player Elimination can be countered. However, additional solutions exist by regulating the length of the game instances since this affects how long time players can have Downtime. Two examples are using Time Limits on the game instances or using strong Positive Feedback Loops since both these effectively provides Limited Gameplay Time. Another solution to let players have some meaningful activity during their wait is to let them control neutral Enemies (although this risks creating Kingmaker situations). Yet another is to have temporary Invulnerabilities in the beginning of a game. Having an Extermination phase at the end of the game counters Early Elimination since it gravitates eliminations to the end of game instances.

There are some options if ones does not want to remove Early Elimination but still remove some of the negative effects of it (see below). Game Lobbies can let eliminate players interact with each other and thereby not be socially isolated. As an alternative, games with Early Elimination can make Spectators out of the people who get eliminated from gameplay. This occurs automatically in games with Unmediated Social Interaction but can be supported through special views in games with Mediated Gameplay.

Consequences

Early Elimination is, in one sense, just a more drastic version of Player Elimination. Early Elimination has similar effects on Tension as Player Elimination in Multiplayer Games, but can lead to longer period of Downtime and make it difficult to keep the affect players interested in the game instances as a whole. It can make it difficult for players to want to engaging in Playing to Lose.

It can be seen as both a Negative and Subjective pattern. This since how negative it is depends much on how much actual time players need to have Downtime after being elimination and before the players as a whole can start a new activity, and how boring affected players perceive this Downtime. However, it can be motivated as a way of maintaining Thematic Consistency in game worlds where people die often or randomly.

These effects, of course, depend on the average play time of each game instance. Games with naturally short game instances, e.g. through using Time Limits to create Limited Gameplay Time, may have Early Elimination without players seeing the resulting Downtime as a big problem. This is especially true for games that are played in many rounds, as for example Counter-Strike does.

Relations

Can Instantiate

Downtime, Kingmaker, Spectators, Tension, Thematic Consistency

Can Modulate

Multiplayer Games, Player Elimination

Can Be Instantiated By

Early Leaving Players, Eliminate, Last Man Standing, Permadeath, Player Kicking, Surrendering

Can Be Modulated By

Game Lobbies, Limited Gameplay Time, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Extermination, Invulnerabilities, Playing to Lose

History

An updated version of the pattern Early Elimination that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

Carl Heath