Difference between revisions of "Extra-Game Consequences"

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Lil’ Green Patch
 
Lil’ Green Patch
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''Sweet Seeds''
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[[Extra-Game Consequences]] can be added into games after they have been released. One example of this can be found in [[FarmVille]], where the developers after the earthquake in Haiti 2009 made it possible to buy the in-game items 'sweet seeds' for real money, and half the profit from these were given to charities.<ref name="vator.tv"/>
  
 
‘sugar beets’ in Farmville
 
‘sugar beets’ in Farmville
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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>
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<ref name="vator.tv">News [http://vator.tv/news/2009-10-20-zyngas-donates-487500-to-haitis-children article] at Vator.tv regarding
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</references>
 
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Revision as of 14:21, 16 January 2011

That some actions within a game has pre-defined effects outside the game system.

This pattern is a still a stub.

Examples

Gambling Games such as Craps, Poker, and Roulette all contain rules regarding bets. Although the bets may be about trivial or illusionary resources, it is typically not considered that one is playing the games properly unless the added tension of being able to win or loss money is present.


Lil’ Green Patch

Sweet Seeds

Extra-Game Consequences can be added into games after they have been released. One example of this can be found in FarmVille, where the developers after the earthquake in Haiti 2009 made it possible to buy the in-game items 'sweet seeds' for real money, and half the profit from these were given to charities.[1]

‘sugar beets’ in Farmville



Using the pattern

Betting is a way to easily add Extra-Game Consequences to any game. While this can be enforced by Dedicated Game Facilitators (e.g. casinos), it can for be very difficult for game designers of Self-Facilitated Games to hinder players from adding this if they wish.


That some actions within a game has pre-defined effects outside the game system; Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status)

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Betting

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Extra-Game Consequences that was part of the original collection in the book Patterns in Game Design[2].

References

  1. News article at Vator.tv regarding
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.