Difference between revisions of "Excise"

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== Using the pattern ==
 
== Using the pattern ==
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[[Excise]] is usually seen as a [[:Category:Negative Patterns|Negative Pattern]] which although unwanted occurs as a consequence of wanted design features. Thus, designing for [[Excise]] is typically aimed at minimizing the effects of it.
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Puzzle Solving]],  
 
[[Puzzle Solving]],  
 
[[Save Scumming]],  
 
[[Save Scumming]],  
[[Self-Facilitated Games]],
 
 
[[Units]],  
 
[[Units]],  
 
[[Vehicle Sections]],  
 
[[Vehicle Sections]],  
 
[[Zero-Player Games]]  
 
[[Zero-Player Games]]  
  
[[AI Players]],  
+
[[Excise]] can easily occur in [[Self-Facilitated Games]], especially if these make use of [[AI Players]], [[Game System Player]], detailed [[Game Worlds]], or large numbers of [[Units]].
[[Game System Player]],  
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[[Game Worlds]], or  
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[[Units]]
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in [[Self-Facilitated Games]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Game Servers]],  
 
[[Game Servers]],  
 
[[Score Tracks]]
 
[[Score Tracks]]
 
=== Possible Closure Effects ===
 
-
 
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===

Revision as of 10:32, 6 July 2016

Ancillary actions necessary for gameplay but that do not contribute directly to gameplay.

This pattern is a still a stub.

Note: the concept of Excise comes from the field of Human-Computer Interaction[1].

Examples

Using the pattern

Excise is usually seen as a Negative Pattern which although unwanted occurs as a consequence of wanted design features. Thus, designing for Excise is typically aimed at minimizing the effects of it.


Can Be Instantiated By

Abstract Player Constructs, Action Programming, Bookkeeping Tokens, Characters, Complex Gameplay, Drafting, Game Element Insertion, Game Masters, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Persistent Game Worlds, Puzzle Solving, Save Scumming, Units, Vehicle Sections, Zero-Player Games

Excise can easily occur in Self-Facilitated Games, especially if these make use of AI Players, Game System Player, detailed Game Worlds, or large numbers of Units.

Can Be Modulated By

Current Player Tokens, Entitled Players, First Player Tokens, Game Servers, Score Tracks

Potentially Conflicting With

Dedicated Game Facilitators, Freedom of Choice, Game Masters, Minimalized Social Weight, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles

Resource Caps when Bookkeeping Tokens are used

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Often, performing Excise can be seen as a form of forced No-Ops.

Relations

Can Instantiate

No-Ops

Can Modulate

-

Can Be Instantiated By

Abstract Player Constructs, Action Programming, Bookkeeping Tokens, Characters, Complex Gameplay, Drafting, Game Element Insertion, Game Masters, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Persistent Game Worlds, Puzzle Solving, Save Scumming, Self-Facilitated Games, Units, Vehicle Sections, Zero-Player Games

AI Players, Game System Player, Game Worlds, or Units in Self-Facilitated Games

Can Be Modulated By

Current Player Tokens, Entitled Players, First Player Tokens, Game Servers, Score Tracks

Possible Closure Effects

-

Potentially Conflicting With

Dedicated Game Facilitators, Freedom of Choice, Game Masters, Minimalized Social Weight, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles

Resource Caps when Bookkeeping Tokens are used

History

New pattern created in this wiki.

References

  1. Cooper, A., Reimann, R., Cronin, D. & Noessel, C. (2014). About Face: The Essentials of Interaction Design, 4th edition. Wiley.

Acknowledgements

Karl Bergström