Difference between revisions of "Extra-Game Consequences"

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''That some actions within a game has pre-defined effects outside the game system.''
 
''That some actions within a game has pre-defined effects outside the game system.''
  
This pattern is a still a stub.
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Games can be designed so that what happens in the game also affects something outside the game system. This means that the various gameplay events taking place can have [[Extra-Game Consequences]], both negative and positive. Besides those consequences that are intentionally put into the games by the designers, the skills and knowledge player learn can be seen as [[Extra-Game Consequences]] although how easily transferable these are to other activities (including other games) is debated.  
  
 
=== Examples ===
 
=== Examples ===

Revision as of 15:17, 16 January 2011

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

Games can be designed so that what happens in the game also affects something outside the game system. This means that the various gameplay events taking place can have Extra-Game Consequences, both negative and positive. Besides those consequences that are intentionally put into the games by the designers, the skills and knowledge player learn can be seen as Extra-Game Consequences although how easily transferable these are to other activities (including other games) is debated.

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.

Although not confirmed, the now discontinued Facebook game (Lil) Green Patch offered players to raise money to save rain forests by playing the game. 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]

If the skills and knowledge developed when playing games are transferable to other fields have been argued for a long time. Go and Chess have been popular among nobility and military as ways of bringing awareness to tactical and strategical aspects of warfare. Besides these, it is not controversial to claim that games with historical settings such as the Civilization, the Europa Universalis, and the Hearts of Iron series can make players aware of geographical, cultural, and technological facts although these may be presented ahistorically or greatly simplified to academic models. Likewise, Live Action Roleplaying Games may require players to learn crafts to prepare and maintain props, both before and during gameplay. An example of a debate subject in the early 21 century is if the experience of being guild leaders in MMOGs such as Ultima Online and World of Warcraft are beneficial to mention in curriculum vitae[2].

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[3].

References

  1. News article Zynga donates $487,500 to Haiti's children at Vator.tv.
  2. News article World of Warcraft Players Need Not Apply at nytimes.com.
  3. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.