Difference between revisions of "Dedicated Game Facilitators"
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''Programs, machines, or people who perform book-keeping actions and/or control various agents to provide gameplay to players.'' | ''Programs, machines, or people who perform book-keeping actions and/or control various agents to provide gameplay to players.'' | ||
− | All games require some effort to maintain and update the game state. This may be as easy as tallying scores but may also require extensive preparing, the management of information that should be hidden from all players, the impartial judging or performing of actions, and resolving complex algorithms during gameplay. Since letting players perform these may distract from the gameplay and may be difficult or impossible to do (e.g. managing secret information) a common solution is to assign these activities to other people, giving them roles as umpires, judges, or game masters. With the advent of computers, these have also been | + | All games require some effort to maintain and update the game state. This may be as easy as tallying scores but may also require extensive preparing, the management of information that should be hidden from all players, the impartial judging or performing of actions, and resolving complex algorithms during gameplay. Since letting players perform these may distract from the gameplay and may be difficult or impossible to do (e.g. managing secret information) a common solution is to assign these activities to other people, giving them roles as umpires, referees, judges, or game masters. With the advent of computers, these have also been |
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=== Examples === | === Examples === | ||
− | The umpire | + | The umpire or referees of sports are all examples of [[Dedicated Game Facilitators]]. In many cases (e.g. [[Soccer]] |
+ | |||
Game masters in roleplaying games such as [[Dungeons & Dragons]], [[GURPS]], [[Basic Role-Playing]], and the [[Storytelling System]] are all example of [[Dedicated Game Facilitators]]. | Game masters in roleplaying games such as [[Dungeons & Dragons]], [[GURPS]], [[Basic Role-Playing]], and the [[Storytelling System]] are all example of [[Dedicated Game Facilitators]]. | ||
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<references> | <references> | ||
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
− | <ref name="Lag" | + | <ref name="Lag">Wikipedia [http://en.wikipedia.org/wiki/Lag entry] for Lag.</ref> |
</references> | </references> | ||
− | == | + | == Acknowledgements == |
+ | - |
Revision as of 09:26, 4 January 2011
Programs, machines, or people who perform book-keeping actions and/or control various agents to provide gameplay to players.
All games require some effort to maintain and update the game state. This may be as easy as tallying scores but may also require extensive preparing, the management of information that should be hidden from all players, the impartial judging or performing of actions, and resolving complex algorithms during gameplay. Since letting players perform these may distract from the gameplay and may be difficult or impossible to do (e.g. managing secret information) a common solution is to assign these activities to other people, giving them roles as umpires, referees, judges, or game masters. With the advent of computers, these have also been
Contents
Examples
The umpire or referees of sports are all examples of Dedicated Game Facilitators. In many cases (e.g. Soccer
Game masters in roleplaying games such as Dungeons & Dragons, GURPS, Basic Role-Playing, and the Storytelling System are all example of Dedicated Game Facilitators.
All computer or console based games have the computer as a Dedicated Game Facilitators.
The work load is shared between many computers in the case of online games, typically with one server in control of maintaining and updating the game state and many clients showing the game state to the players and collecting input from them to pass on to the server.
Although this seems to put the main workload on the server (except for the graphical presentation), clients used for real-time online games such as the Counter-Strike series, the Quake series, and the Left 4 Dead series include advance prediction systems to be able to show where opponents are predicted to be in order to avoid having lag[1].
The AI Director used in the Left 4 Dead series can be seen as a Dedicated Game Facilitators distinct from the game system itself even if it is part of the same code.
Using the pattern
Surprises, Tick-Based Games, Unknown Goals, Smooth Learning Curves, Ultra-Powerful Events, Narrative Structures, Imperfect Information, Asynchronous Games, Persistent Game Worlds, Communication Channels, Balancing Effects, Cut Scenes, Turn Taking, The Show Must Go On, Save-Load Cycles, Enemies, Storytelling, Agents
Conflict, Combat, Turn-Based Games, Never Ending Stories, Multiplayer Games, Experimenting, Downtime, Game World, Synchronous Games, Betting, Characters, Single-Player Games, Replayability
Game Masters
Downtime, Self-Facilitated Games, Public Information
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A revised version of the pattern Dedicated Game Facilitators that was part of the original collection in the book Patterns in Game Design[2].
References
- ↑ Wikipedia entry for Lag.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-