Difference between revisions of "Speedruns"
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[[Real-Time Games]] are a prerequisite for [[Speed Runs]]. This since minimizing time consumption in games that have other ways of measuring times, e.g. by counting turns use in a [[Turn-Based Games]], is more accurately described as a [[Puzzle Solving]] activity. [[Portal]] is an interesting case for this since it can be seen as an example of both these cases - players can try to solve [[Levels]] as quickly as possible in [[Speed Runs]] but also try to solve [[Levels]] in as few steps or portal uses. | [[Real-Time Games]] are a prerequisite for [[Speed Runs]]. This since minimizing time consumption in games that have other ways of measuring times, e.g. by counting turns use in a [[Turn-Based Games]], is more accurately described as a [[Puzzle Solving]] activity. [[Portal]] is an interesting case for this since it can be seen as an example of both these cases - players can try to solve [[Levels]] as quickly as possible in [[Speed Runs]] but also try to solve [[Levels]] in as few steps or portal uses. | ||
− | Like other cases where players performances are used to create [[Gameplay Statistics]], the pattern require [[Dedicated Game Facilitators]] to ensure that | + | Like other cases where players performances are used to create [[Gameplay Statistics]], the pattern require [[Dedicated Game Facilitators]] to ensure that completed [[Speed Runs]] are trustworthy for people not present when the [[Speed Runs]] occurred. [[Replays]] can be used to let others view the [[Speed Runs]] whenever suits them. |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
− | Being a pattern dealing with trying to meet [[Time Limits]], [[Speed Runs]] also cause [[Time Pressure]] and very likely [[Tension]] as well. When they contain how game instances, they provide [[Time Limited Game Instances]]. Given that [[Speed Runs]] are built upon completing a goal better than before, they pose [[Optional Goals]] to players. Further, since [[Speed Runs]] motivate players to try to replay games improve their own performances, the use of this pattern also promotes [[Replayability]] and development of [[Game Mastery]]. | + | Being a pattern dealing with trying to meet [[Time Limits]], [[Speed Runs]] also cause [[Time Pressure]] and very likely [[Tension]] as well. When they contain how game instances, they provide [[Time Limited Game Instances]]. Given that [[Speed Runs]] are built upon completing a goal better than before, they pose [[Optional Goals]] to players. Further, since [[Speed Runs]] motivate players to try to replay games improve their own performances, the use of this pattern also promotes [[Replayability]] and development of [[Game Mastery]]. In fact, since [[Speed Runs]] typically are executed to show one's [[Game Mastery]], it is typically done by players wishing to engage in [[Bragging]] at some level. This means that the [[Value of Effort]] for doing [[Speed Runs]] are increased if players have the possibility to themselves initiate [[Extra-Game Event Broadcasting]] of the activities or [[Replays]] of them. |
When [[Speed Runs]] as instantiated by using previous player performance, these earlier performances are examples of [[Trans-Game Information]] used as [[Gameplay Statistics]]. | When [[Speed Runs]] as instantiated by using previous player performance, these earlier performances are examples of [[Trans-Game Information]] used as [[Gameplay Statistics]]. | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | [[Game Mastery]], [[Gameplay Statistics]], [[Goal Hierarchies]], [[Handicap Achievements]], [[Optional Goals]], [[Replayability]], [[Smooth Learning Curves]], [[Tension]], [[Time Limited Game Instances]], [[Time Limits]], [[Time Pressure]], [[Trans-Game Information]] | + | [[Bragging]], [[Game Mastery]], [[Gameplay Statistics]], [[Goal Hierarchies]], [[Handicap Achievements]], [[Optional Goals]], [[Replayability]], [[Smooth Learning Curves]], [[Tension]], [[Time Limited Game Instances]], [[Time Limits]], [[Time Pressure]], [[Trans-Game Information]] |
+ | |||
+ | ==== with [[Extra-Game Event Broadcasting]] ==== | ||
+ | [[Value of Effort]] | ||
==== with [[Ghosts]] ==== | ==== with [[Ghosts]] ==== | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[Dedicated Game Facilitators]] | + | [[Dedicated Game Facilitators]], |
+ | [[Replays]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 22:07, 19 February 2011
The goal of completing a game or a part of a game where time is the most essential measure of success.
Many games, e.g. racing games, depend on completing some activity as quickly as possible. Even so, after one has manage to be the quickest one can try to be better than one was previously or quicker than others have been in other game or play sessions. Similarly, if one has managed to complete a game or a section of a game that didn't depend on time one can have a new challenge in trying to solve the same part quicker. Such attempts are called Speed Runs.
Contents
Examples
Skilled players of the arcade version of Pac-Man managed to reach what has turned out to be the maximum score due to a software bug. The first such perfect score took about 6 hours, but players have found challenges in trying to do this quicker and in 2010 the time has been shaved to less than 4 hours[1].
Racing games such as the Need for Speed series and the Mario Kart series let players try to beat previously time lap records. For the Mario Kart series, players can in the Time Trial mode compete against the ghosts of others players' (and the developers') performances and for internet connected versions even download performances to compete against.
The number of stars collected for completing a puzzle in Cogs depend on number of moves and time. Since the unlocking of new levels only depend on total number of stars, players can proceed to complete all levels and later return to fully complete specific levels as a form of Speed Run.
Using the pattern
Speed Runs requires the setting of Time Limits for some other goal. These can be explicit set by designers which works well with making them parts of Goal Hierarchies (as in Cogs) or Handicap Achievements (as for the Bridge over Trebled Slaughter Achievement in Left 4 Dead 2). Another solution is to make them depend on the players own previous performances, which can provide a form of Smooth Learning Curves since inexperienced players only need to beat the performances of inexperienced players and let them gradually develop Game Mastery.
Real-Time Games are a prerequisite for Speed Runs. This since minimizing time consumption in games that have other ways of measuring times, e.g. by counting turns use in a Turn-Based Games, is more accurately described as a Puzzle Solving activity. Portal is an interesting case for this since it can be seen as an example of both these cases - players can try to solve Levels as quickly as possible in Speed Runs but also try to solve Levels in as few steps or portal uses.
Like other cases where players performances are used to create Gameplay Statistics, the pattern require Dedicated Game Facilitators to ensure that completed Speed Runs are trustworthy for people not present when the Speed Runs occurred. Replays can be used to let others view the Speed Runs whenever suits them.
Diegetic Aspects
Replays in the form of Ghosts are a way of making the challenge of Speed Runs have presence in Game Worlds as Geospatial Game Widgets. When these Ghosts are downloads of other players performances this makes the games using them into Massively Single-Player Online Games.
Narrative Aspects
Speed Runs are at conflict with Narration Structures for the simple reason that they are used to motivate players to replay parts of games several times, something which typically is difficult to combine with a sensible unfolding of a narrative.
Consequences
Being a pattern dealing with trying to meet Time Limits, Speed Runs also cause Time Pressure and very likely Tension as well. When they contain how game instances, they provide Time Limited Game Instances. Given that Speed Runs are built upon completing a goal better than before, they pose Optional Goals to players. Further, since Speed Runs motivate players to try to replay games improve their own performances, the use of this pattern also promotes Replayability and development of Game Mastery. In fact, since Speed Runs typically are executed to show one's Game Mastery, it is typically done by players wishing to engage in Bragging at some level. This means that the Value of Effort for doing Speed Runs are increased if players have the possibility to themselves initiate Extra-Game Event Broadcasting of the activities or Replays of them.
When Speed Runs as instantiated by using previous player performance, these earlier performances are examples of Trans-Game Information used as Gameplay Statistics.
Relations
Can Instantiate
Bragging, Game Mastery, Gameplay Statistics, Goal Hierarchies, Handicap Achievements, Optional Goals, Replayability, Smooth Learning Curves, Tension, Time Limited Game Instances, Time Limits, Time Pressure, Trans-Game Information
with Extra-Game Event Broadcasting
with Ghosts
Massively Single-Player Online Games
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Dedicated Game Facilitators, Replays
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Wikipedia section on perfect plays of Pac-Man.
Acknowledgments
-