Difference between revisions of "Excise"
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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. The need for [[Excise]] can depend on many different design features. | [[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. The need for [[Excise]] can depend on many different design features. | ||
− | The first reason for [[Excise]] comes from having to manipulate game states for other reasons than actual gameplay actions. Handling complex or detailed [[Abstract Player Constructs]], [[Characters]], groups of [[Units]], 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 [[Game Element Insertion]]). More generally, any game with significant about of [[Gameplay Statistics]] that needs to be manually updated can cause [[Excise]]. For this reason, any game needing [[Bookkeeping Tokens]] can be said to have some [[Excise]]. While [[Current Player Tokens]] and [[First Player Tokens]] are examples of these, they help players remember things they need to keep track of anyway and can thereby be seen to modulate rather than create [[Excise]]. The same goes for [[Score Tracks]]. | + | The first reason for [[Excise]] comes from having to manipulate game states for other reasons than actual gameplay actions. Handling complex or detailed [[Abstract Player Constructs]], [[Characters]], groups of [[Units]], 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 [[Game Element Insertion]] or updating [[No-Use Bonus|No-Use Bonuses]]). More generally, any game with significant about of [[Gameplay Statistics]] that needs to be manually updated can cause [[Excise]]. For this reason, any game needing [[Bookkeeping Tokens]] can be said to have some [[Excise]]. While [[Current Player Tokens]] and [[First Player Tokens]] are examples of these, they help players remember things they need to keep track of anyway and can thereby be seen to modulate rather than create [[Excise]]. The same goes for [[Score Tracks]]. |
Another reason for [[Excise]] comes from actions that are gameplay actions but can be perceived as meaningless or uninteresting to players. Given that [[Grinding]] is performing repetitive actions without significant challenges, any actions perceived as these can easily be perceived as [[Excise]]. More specifically applying brute force methods to find solutions to [[Puzzle Solving]] can be [[Excise]], | Another reason for [[Excise]] comes from actions that are gameplay actions but can be perceived as meaningless or uninteresting to players. Given that [[Grinding]] is performing repetitive actions without significant challenges, any actions perceived as these can easily be perceived as [[Excise]]. More specifically applying brute force methods to find solutions to [[Puzzle Solving]] can be [[Excise]], |
Revision as of 11:05, 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.
The first reason for Excise comes from having to manipulate game states for other reasons than actual gameplay actions. Handling complex or detailed Abstract Player Constructs, Characters, groups of Units, 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 Game Element Insertion or updating No-Use Bonuses). More generally, any game with significant about of Gameplay Statistics that needs to be manually updated can cause Excise. For this reason, any game needing Bookkeeping Tokens can be said to have some Excise. While Current Player Tokens and First Player Tokens are examples of these, they help players remember things they need to keep track of anyway and can thereby be seen to modulate rather than create Excise. The same goes for Score Tracks.
Another reason for Excise comes from actions that are gameplay actions but can be perceived as meaningless or uninteresting to players. Given that Grinding is performing repetitive actions without significant challenges, any actions perceived as these can easily be perceived as Excise. More specifically applying brute force methods to find solutions to Puzzle Solving can be Excise,
Drafting requires some Excise to swap game elements in synchronicity, and this becomes pronounced when there is no gameplay or choices involved (as for example occurs when dealing hands of Cards in many Card Games.
Zero-Player Games can be said to have made all gameplay into Excise but can still offer meaningful play to players through the Meta Games they can provide.
Can Be Instantiated By
Action Programming, Movement, No-Use Bonus, Optional Rules, Save Scumming, Vehicle Sections,
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
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
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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