Difference between revisions of "Pottering"
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The casual games [[FarmVille]] and [[Ravenwood Fair]] let players develop garden allotments that, although they can be visited by recognized friends, are fully under their control and can only become damaged by neglect. Single-player versions of [[Minecraft]] provide a much greater game world in which players can quite easily create their own safe areas where they can engage in various activities as they desire. The [[SimCity series]] only challenges players in creating cities by having economical restrictions, and allows players to create problems for themselves through natural catastrophes. | The casual games [[FarmVille]] and [[Ravenwood Fair]] let players develop garden allotments that, although they can be visited by recognized friends, are fully under their control and can only become damaged by neglect. Single-player versions of [[Minecraft]] provide a much greater game world in which players can quite easily create their own safe areas where they can engage in various activities as they desire. The [[SimCity series]] only challenges players in creating cities by having economical restrictions, and allows players to create problems for themselves through natural catastrophes. | ||
− | + | Complex strategy games such as the [[Civilization (video game) series|Civilization series]] and the [[Europa Universalis series]] can contain periods of intense warfare, but between these have long periods where players mainly set smaller independent goals for themselves and the countries they control. | |
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− | [[Civilization (video game) series|Civilization series]] | + | |
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[[Value of Effort]] | [[Value of Effort]] | ||
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== Using the pattern == | == Using the pattern == | ||
[[Pottering]] requires that players can find activities in a game which they want to perform for their own sake without them being forced on them by the design or other players. This means that [[Player Defined Goals]] are required for the pattern to emerge. These goals should however not be [[Committed Goals]] or ones that need too much effort before having some types of closures since they otherwise become a pressure that lessen the feeling that one is performing the activity for its own sake. Typical actions or activities that can provide this is [[Construction]] when players have [[Creative Control]], but sorting activities as part of [[Resource Management]] can also work as can [[Grinding]]. [[Puzzles]], either as part of games or as complete games but without [[Time Limits]] or [[Time Pressure]], can be seen as an option as well given that they let players take their time and only perform actions when they wish to. | [[Pottering]] requires that players can find activities in a game which they want to perform for their own sake without them being forced on them by the design or other players. This means that [[Player Defined Goals]] are required for the pattern to emerge. These goals should however not be [[Committed Goals]] or ones that need too much effort before having some types of closures since they otherwise become a pressure that lessen the feeling that one is performing the activity for its own sake. Typical actions or activities that can provide this is [[Construction]] when players have [[Creative Control]], but sorting activities as part of [[Resource Management]] can also work as can [[Grinding]]. [[Puzzles]], either as part of games or as complete games but without [[Time Limits]] or [[Time Pressure]], can be seen as an option as well given that they let players take their time and only perform actions when they wish to. | ||
− | A main component of supporting [[Pottering]] is that players do not constantly feel stressed that the activities they are doing can be destroyed or interfered with, making games with [[Casual Gameplay]] or [[Private Game Spaces]] likely types of games in which [[Pottering]] can occur. If one wishes to only encourage [[Pottering]] in certain areas of the [[Game Worlds|Game World]], [[Safe Havens]] can be used instead. In contrast, games with [[Time Limits]] or constant [[Tension]] or [[Time Pressure]] works against the pattern. This does not mean that oppositions or threats cannot exist in the games: [[Minecraft]] have monsters appearing during the night but these are no problem if players have constructed [[Safe Havens]] for themselves, and players' countries in the [[Europa Universalis series]] may be attacked by other countries but this is a rather rare occurrence throughout game instances. | + | A main component of supporting [[Pottering]] is that players do not constantly feel stressed that the activities they are doing can be destroyed or interfered with, making games with [[Casual Gameplay]] or [[Private Game Spaces]] likely types of games in which [[Pottering]] can occur. If one wishes to only encourage [[Pottering]] in certain areas of the [[Game Worlds|Game World]], [[Safe Havens]] can be used instead. In contrast, games with [[Time Limits]] or constant [[Tension]] or [[Time Pressure]] works against the pattern. This does not mean that oppositions or threats cannot exist in the games: [[Minecraft]] have monsters appearing during the night but these are no problem if players have constructed [[Safe Havens]] for themselves, and players' countries in the [[Europa Universalis series]] may be attacked by other countries but this is a rather rare occurrence throughout game instances. Another option is through letting things decay slowly as a result of [[The Show Must Go On]] - the withering of crops in [[FarmVille]] or the growing of roots and trees in [[Ravenwood Fair]] are examples of this. |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[The Show Must Go On]] | |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 12:38, 6 March 2011
The management of game resources for its own sake.
Games are often describe as allowing player to engage in playing or gaming standing quite consciously outside ”ordinary” life[1] or, borrowing from the flow concept in Psychology, being autotelic[2]. Even so, games typically provide goals to players so the games as artifacts imposes what players should do. Some games do however let players have a freedom of choosing how and when to interact with them so the purpose of this interaction is to an even greater extent up to the players. Borrowing from the leisure activity, and how it has been imported to design of computer applications[3], this type of game activity can be described as Pottering.
Contents
Examples
The casual games FarmVille and Ravenwood Fair let players develop garden allotments that, although they can be visited by recognized friends, are fully under their control and can only become damaged by neglect. Single-player versions of Minecraft provide a much greater game world in which players can quite easily create their own safe areas where they can engage in various activities as they desire. The SimCity series only challenges players in creating cities by having economical restrictions, and allows players to create problems for themselves through natural catastrophes.
Complex strategy games such as the Civilization series and the Europa Universalis series can contain periods of intense warfare, but between these have long periods where players mainly set smaller independent goals for themselves and the countries they control.
Using the pattern
Pottering requires that players can find activities in a game which they want to perform for their own sake without them being forced on them by the design or other players. This means that Player Defined Goals are required for the pattern to emerge. These goals should however not be Committed Goals or ones that need too much effort before having some types of closures since they otherwise become a pressure that lessen the feeling that one is performing the activity for its own sake. Typical actions or activities that can provide this is Construction when players have Creative Control, but sorting activities as part of Resource Management can also work as can Grinding. Puzzles, either as part of games or as complete games but without Time Limits or Time Pressure, can be seen as an option as well given that they let players take their time and only perform actions when they wish to.
A main component of supporting Pottering is that players do not constantly feel stressed that the activities they are doing can be destroyed or interfered with, making games with Casual Gameplay or Private Game Spaces likely types of games in which Pottering can occur. If one wishes to only encourage Pottering in certain areas of the Game World, Safe Havens can be used instead. In contrast, games with Time Limits or constant Tension or Time Pressure works against the pattern. This does not mean that oppositions or threats cannot exist in the games: Minecraft have monsters appearing during the night but these are no problem if players have constructed Safe Havens for themselves, and players' countries in the Europa Universalis series may be attacked by other countries but this is a rather rare occurrence throughout game instances. Another option is through letting things decay slowly as a result of The Show Must Go On - the withering of crops in FarmVille or the growing of roots and trees in Ravenwood Fair are examples of this.
Diegetic Aspects
Pottering most often involves manipulating game elements or small parts of the Game Worlds themselves.
Narrative Aspects
Being an activity with no set overarching goal, Pottering does not support Narration Structures. The various actions and smaller goals players set up for themselves when engaging in the activity does however create Never Ending Stories since their is no clear end forced upon them.
Consequences
Pottering is typically instantiated through players changing Game Worlds (but Resource Management shows how this does not always need to be the case). In games with small Game Worlds (e.g. FarmVille or Ravenwood Fair) or those were Pottering is done extensively in the regions the players inhabit (e.g. Minecraft), the pattern can give rise to Player-Constructed Worlds.
Relations
Can Instantiate
Player-Constructed Worlds, Never Ending Stories
Can Modulate
Can Be Instantiated By
Casual Gameplay, Grinding, Safe Havens, Player Defined Goals, Private Game Spaces Puzzles, Resource Management
Construction together with Creative Control
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Committed Goals, Tension, Time Limits, Time Pressure
History
New pattern created in this wiki.
References
- ↑ Huzinga, J. (1971). Homo Ludens. Beacon Press. ISBN 0807046817.
- ↑ Csíkszentmihályi, Mihály (1996). Creativity: Flow and the Psychology of Discovery and Invention. New York: Harper Perennial. ISBN 0-06-092820-4.
- ↑ Alex S. Taylor, Susan P. Wyche, & Joseph 'Jofish' Kaye. (2008). Pottering by design. In Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges (NordiCHI '08). ACM, New York, NY, USA, 363-372.
Acknowledgements
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