Difference between revisions of "Extra-Game Consequences"
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− | '' | + | ''Consequences outside game systems that are due to actions or state within those game systems.'' |
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. | 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. | ||
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− | + | Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status | |
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+ | Not all effects based on actions connected to games need to affect the game state of the game itself. These effects are Extra-Game Consequences which can either simply give players additional experiences, provide the basis for other games, or translate the results of a game into real-world rewards or penalties. | ||
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+ | Example: the existence of persistent online game worlds have made it possible to buy and sell characters and equipments through Internet auctioning sites. This makes character development and the gaining and losing of equipment in these games have potential Extra-Game Consequences. | ||
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+ | Rewards and Penalties of Extra-Game Consequences are those that do not affect the game state although they most often are linked to corresponding Rewards and Penalties within the games. These effects are usually linked to the real world by having a conversion between game elements or Scores and real world money (which links Investments in the game with real world Investments), or by affecting players' Social Status. This makes the pursuit of goals that include any actions with Extra-Game Consequences into Committed Goals and a form of Investment of players' time and effort. Besides these, the most common of these types ofRewards are simply winning the game or Illusionary Rewards. Player Defined Goals that are not controlled by game rules provide Rewards and Penalties that either can be completely personal or part of defining a Meta Game. | ||
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+ | The most common type of action that is used to provide Extra-Game Consequences is Betting in Quick Games, such as slot machines. However, games with Persistent Game Worlds allow players to create value within the game that can be traded in the real world: this value can be created by acquiring Tools, successfully conducting Character Development, or creating game element in games where players have Creative Control. | ||
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+ | The use of designed Extra-Game Consequences stretch the perception that the real-world effects of playing games should be trivial or at least less serious than performing an action which a game simulates. Extra-Game Consequences are the effect of Extra-Game Actions and when they affect other games they do so through Trans-Game Information including affecting the outcome of Meta Games. The unfolding of the Narrative Structure is, besides explicit changes in the game state and information passed to players about how to play the game, also Extra-Game Consequences since the game state is not affected. | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 15:20, 16 January 2011
Consequences outside game systems that are due to actions or state within those game systems.
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.
Contents
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.
Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status
Not all effects based on actions connected to games need to affect the game state of the game itself. These effects are Extra-Game Consequences which can either simply give players additional experiences, provide the basis for other games, or translate the results of a game into real-world rewards or penalties.
Example: the existence of persistent online game worlds have made it possible to buy and sell characters and equipments through Internet auctioning sites. This makes character development and the gaining and losing of equipment in these games have potential Extra-Game Consequences.
Rewards and Penalties of Extra-Game Consequences are those that do not affect the game state although they most often are linked to corresponding Rewards and Penalties within the games. These effects are usually linked to the real world by having a conversion between game elements or Scores and real world money (which links Investments in the game with real world Investments), or by affecting players' Social Status. This makes the pursuit of goals that include any actions with Extra-Game Consequences into Committed Goals and a form of Investment of players' time and effort. Besides these, the most common of these types ofRewards are simply winning the game or Illusionary Rewards. Player Defined Goals that are not controlled by game rules provide Rewards and Penalties that either can be completely personal or part of defining a Meta Game.
The most common type of action that is used to provide Extra-Game Consequences is Betting in Quick Games, such as slot machines. However, games with Persistent Game Worlds allow players to create value within the game that can be traded in the real world: this value can be created by acquiring Tools, successfully conducting Character Development, or creating game element in games where players have Creative Control.
The use of designed Extra-Game Consequences stretch the perception that the real-world effects of playing games should be trivial or at least less serious than performing an action which a game simulates. Extra-Game Consequences are the effect of Extra-Game Actions and when they affect other games they do so through Trans-Game Information including affecting the outcome of Meta Games. The unfolding of the Narrative Structure is, besides explicit changes in the game state and information passed to players about how to play the game, also Extra-Game Consequences since the game state is not affected.
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
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
- ↑ News article Zynga donates $487,500 to Haiti's children at Vator.tv.
- ↑ News article World of Warcraft Players Need Not Apply at nytimes.com.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.