Difference between revisions of "Excise"
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Handling complex or detailed [[Abstract Player Constructs]], [[Characters]], or [[Persistent Game Worlds]] does so because specifics about them need to be found, described, or updated. [[Game Servers]] and [[Game Masters]] can remove this, but of course the latter requires [[Excise]] from the [[Game Masters]] themselves ([[Entitled Players]] can spread the burden somewhat). | Handling complex or detailed [[Abstract Player Constructs]], [[Characters]], or [[Persistent Game Worlds]] does so because specifics about them need to be found, described, or updated. [[Game Servers]] and [[Game Masters]] can remove this, but of course the latter requires [[Excise]] from the [[Game Masters]] themselves ([[Entitled Players]] can spread the burden somewhat). | ||
− | [[Complex Gameplay]] | + | Similarly [[Complex Gameplay]] can give rise to [[Excise]] because many game elements need to be manipulated (e.g. through |
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 10:38, 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].
Contents
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.
The need for Excise can depend on many different design features.
Handling complex or detailed Abstract Player Constructs, Characters, or Persistent Game Worlds does so because specifics about them need to be found, described, or updated. Game Servers and Game Masters can remove this, but of course the latter requires Excise from the Game Masters themselves (Entitled Players can spread the burden somewhat).
Similarly Complex Gameplay can give rise to Excise because many game elements need to be manipulated (e.g. through
Can Be Instantiated By
Action Programming, Bookkeeping Tokens, Drafting, Game Element Insertion, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, 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, First Player Tokens, Score Tracks
Potentially Conflicting With
Dedicated Game Facilitators, Freedom of Choice, 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
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
- ↑ Cooper, A., Reimann, R., Cronin, D. & Noessel, C. (2014). About Face: The Essentials of Interaction Design, 4th edition. Wiley.
Acknowledgements
Karl Bergström