Difference between revisions of "Extra Chances"
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Two main design areas need to be considered when implementing [[Extra Chances]] in a game, which events can be effected and, since [[Extra Chances]] can be seen as a [[Resources]], how they can be gained and kept. The more types of events that can be effected the more powerful [[Extra Chances]] are so restricting them is a way to balance player influence. Independent of this consideration, [[Extra Chances]] may be [[Privileged Actions]] that only some players have access to, as for example by the e.g. through the ''Luck'' advantage in [[GURPS]] or the ''Warpriest's Strategy'' feature in [[Dungeons & Dragons]]. If the [[Extra Chances]] are shared in [[Teams]], they become [[Shared Resources]] and may thereby become a source for [[Social Dilemmas]]. An additional consideration is if [[Extra Chances]] can be use consecutively, i.e. if players can use an [[Extra Chances|Extra Chance]] to change the result of an [[Extra Chance]]. | Two main design areas need to be considered when implementing [[Extra Chances]] in a game, which events can be effected and, since [[Extra Chances]] can be seen as a [[Resources]], how they can be gained and kept. The more types of events that can be effected the more powerful [[Extra Chances]] are so restricting them is a way to balance player influence. Independent of this consideration, [[Extra Chances]] may be [[Privileged Actions]] that only some players have access to, as for example by the e.g. through the ''Luck'' advantage in [[GURPS]] or the ''Warpriest's Strategy'' feature in [[Dungeons & Dragons]]. If the [[Extra Chances]] are shared in [[Teams]], they become [[Shared Resources]] and may thereby become a source for [[Social Dilemmas]]. An additional consideration is if [[Extra Chances]] can be use consecutively, i.e. if players can use an [[Extra Chances|Extra Chance]] to change the result of an [[Extra Chance]]. | ||
− | [[Extra Chances]] is most naturally applied | + | [[Extra Chances]] is most naturally applied on [[Dice]]. However, the pattern can equally well be applied on [[Drawing Stacks]]. However, they can also be provided to players through [[Save-Load Cycles]]. |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Book-Keeping Tokens]] | + | [[Book-Keeping Tokens]], |
+ | [[Save-Load Cycles]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 21:57, 4 March 2011
The possibility to try again when an action provides an unwanted result.
Many games use some for of randomness to determine the outcome of events. This will of course led to unwanted results, and to let players have second (and third etc.) chances some games provide the possibility to try again a limited number of times. This lets players have a greater chance of succeeding when it is deemed most important.
Contents
Examples
The basic action for players is Yahtzee is to choose what dice to reroll, and players may do two rerolls. Roll through the Ages uses the same basic mechanic but does not allow rerolls of disaster results.
Rerolls are used in Bloodbowl to allow players Extra Chances to try again with certain actions when the first try failed.
Fortune points in the second edition of the roleplaying game Warhammer Fantasy Roleplay gives each player a number of Fortune Points every day in the game world equal to their current number of Fate points. The GURPS roleplaying system in contrast lets players that have characters with the Luck advantage reroll a result every hour of gaming (more often with higher levels of the advantage).
Using the pattern
Two main design areas need to be considered when implementing Extra Chances in a game, which events can be effected and, since Extra Chances can be seen as a Resources, how they can be gained and kept. The more types of events that can be effected the more powerful Extra Chances are so restricting them is a way to balance player influence. Independent of this consideration, Extra Chances may be Privileged Actions that only some players have access to, as for example by the e.g. through the Luck advantage in GURPS or the Warpriest's Strategy feature in Dungeons & Dragons. If the Extra Chances are shared in Teams, they become Shared Resources and may thereby become a source for Social Dilemmas. An additional consideration is if Extra Chances can be use consecutively, i.e. if players can use an Extra Chance to change the result of an Extra Chance.
Extra Chances is most naturally applied on Dice. However, the pattern can equally well be applied on Drawing Stacks. However, they can also be provided to players through Save-Load Cycles.
Diegetic Aspects
Diegetic Consistency can be difficult to maintain in a game with Extra Chances, but can be maintained at least in Asynchronous Multiplayer Games since only the final result needs to be convey to the other players.
Interface Aspects
Except for when instantiated through Save-Load Cycles, Extra Chances need to be presented in user interfaces or as Book-Keeping Tokens but there is also a choice of making the number of Extra Chances each players' has into Public Information or making it secret, creating Asymmetric Information.
Consequences
Extra Chances can be seen as a form of Fudged Results since players have a chance to change the outcome of an action (with a bigger chance of changing it the smaller the likelihood that it would occur to begin with). Given that players cannot determine the new result but rather just use the same random process as was just used, it is however a weak form of Fudged Results. Even so, Extra Chances give players a distinct Freedom of Choice but also requires Resource Management. They also increase players' Determinable Chance to Succeed since the statistically do so if there is any chance to succeed to begin with, and increase Predictable Consequences since used Extra Chances increase any differences in odds, favorable or not. In doing this, it can give them an Exaggerated Perception of Influence as well.
Diegetic Consistency may be difficult to maintain in games with Extra Chances if the events are presented within Game Worlds. The sense of Luck may also suffer in games with Extra Chances since less Luck is required on the side of the player gaining a favorable result, and Luck due to others misfortune are less likely to occur if they have Extra Chances.
Relations
Can Instantiate
Exaggerated Perception of Influence, Freedom of Choice, Fudged Results, Resources, Resource Management, Determinable Chance to Succeed, Predictable Consequences, Social Dilemmas
Can Modulate
Can Be Instantiated By
Book-Keeping Tokens, Save-Load Cycles
Can Be Modulated By
Asymmetric Information, Privileged Actions, Public Information
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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