Difference between revisions of "Alarms"
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== Using the pattern == | == Using the pattern == | ||
− | The main design choices for [[Alarms]] are how they are | + | The main design choices for [[Alarms]] are how they are activated, what [[Outstanding Features]] they set off, and if they indicate [[Irreversible Events]] or if they can be turned off. |
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+ | Further, designers may choose either explicit [[Tools]] or [[Controllers]] to manipulate the [[Alarms]] or to have the manipulation of the [[Alarms]] as [[Privileged Abilities]] for certain types of [[Avatars]] or [[Units]]. Using [[Tools]] or [[Controllers]] increases the complexity of the game by allowing such possibilities as deactivating the [[Alarms|Alarm]] when it should not be deactivated, [[Bluffing]] by raising erroneous [[Alarms]], and preventing the raising of Alarms by destroying the means to activate them. All these actions increase the player's [[Freedom of Choice]] but may make it more difficult to guarantee the coherent [[Narrative Structure]] of the game. Having [[Avatars]] or [[Units]] with [[Privileged Abilities]] to raise Alarms may avoid this problem but may break the [[Consistent Reality Logic]]. | ||
The activation of the [[Alarms|Alarm]] can signify the failure of a [[Stealth]] or [[Reconnaissance]] goal but can also make the completion of it more difficult by imposing a [[Penalty]]. This [[Penalty]] is often a [[Time Limit]], the introduction of new [[Enemies]], or directing existing [[Enemies]] to the area where the [[Alarms|Alarm]] was raised. | The activation of the [[Alarms|Alarm]] can signify the failure of a [[Stealth]] or [[Reconnaissance]] goal but can also make the completion of it more difficult by imposing a [[Penalty]]. This [[Penalty]] is often a [[Time Limit]], the introduction of new [[Enemies]], or directing existing [[Enemies]] to the area where the [[Alarms|Alarm]] was raised. |
Revision as of 15:58, 3 November 2009
Alarms are abstract game elements that provide information about particular game state changes.
Alarms are indicators that can show that important changes in the game state has occurred. This can be that fuel is nearly depleted in a race, a self-destruct has activated, that guards have detected the player's avatar or that an illegal activity has been observed. The activation of an Alarm lets players know that a problem has occurred which likely needs to be dealt with while the de-activation lets them know that they are safer.
Contents
Examples
Some team-based first-person shooters, such as Return to Castle Wolfenstein: Enemy Territory, include Alarms to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team.
Using the pattern
The main design choices for Alarms are how they are activated, what Outstanding Features they set off, and if they indicate Irreversible Events or if they can be turned off.
Further, designers may choose either explicit Tools or Controllers to manipulate the Alarms or to have the manipulation of the Alarms as Privileged Abilities for certain types of Avatars or Units. Using Tools or Controllers increases the complexity of the game by allowing such possibilities as deactivating the Alarm when it should not be deactivated, Bluffing by raising erroneous Alarms, and preventing the raising of Alarms by destroying the means to activate them. All these actions increase the player's Freedom of Choice but may make it more difficult to guarantee the coherent Narrative Structure of the game. Having Avatars or Units with Privileged Abilities to raise Alarms may avoid this problem but may break the Consistent Reality Logic.
The activation of the Alarm can signify the failure of a Stealth or Reconnaissance goal but can also make the completion of it more difficult by imposing a Penalty. This Penalty is often a Time Limit, the introduction of new Enemies, or directing existing Enemies to the area where the Alarm was raised.
By their nature of trying to get attention to some problematic state, Alarms can cause Time Pressure as they often imply a Time Limit. An alternative to this is to let the de-activation of an Alarm be a goal.
Diegetic Aspects
Of course, the pattern can most easily be deigetically be presented in a game as an alarm is some form or other.
Consequences
Alarms are ways to pass information about activities and states within a game, and as such provide a Game State Overview. When activated by players, an Alarm notifies the players that they have been detected, and this can explain changes in the behavior of Enemies or the introduction of new Enemies within the Consistent Reality Logic of the game. When activated by others, Alarms can notify players of Enemies activities. In both cases, raised Alarms cause Disruption of Focused Attention.
Relations
Instantiates
Disruption of Focused Attention
Modules
Rescue, Reconnaissance, Stealth, Enemies, Game State Overview
Instantiated By
Modulated By
Gameplay Design Pattern Template, Gameplay Design Pattern Template
Outstanding Features, Bluffing
Potentially Conflicting With
Gameplay Design Pattern Template
History
This pattern was part of the original collection in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).
References
Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.