Difference between revisions of "Delayed Effects"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
− | [[Category: | + | [[Category:Action Patterns]] |
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[[Category:Needs revision]] | [[Category:Needs revision]] | ||
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[[Category:Needs references]] | [[Category:Needs references]] | ||
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''The effects of actions and events in games do not occur directly after the actions or events have started.'' | ''The effects of actions and events in games do not occur directly after the actions or events have started.'' | ||
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Building manufactories in the [[Europa Universalis series]] take five years in game time where each turn or tick represents a day; in contrast, the amount of time between planting seeds in [[FarmVille]] until they can be harvested can take several real world days. | Building manufactories in the [[Europa Universalis series]] take five years in game time where each turn or tick represents a day; in contrast, the amount of time between planting seeds in [[FarmVille]] until they can be harvested can take several real world days. | ||
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+ | It is believed that there was a [[Delayed Effects|Delayed Effect]] before one could capture pieces in the ancient Roman game [[Ludus Latrunculorum]]. | ||
== Using the pattern == | == Using the pattern == | ||
+ | A simple way to create [[Delayed Effects]] with [[Predictable Consequences]] is to require [[Development Time]] for initiated actions or simply make them [[Extended Actions]]. Others ways to introduce [[Delayed Effects]] into games include [[Action Programming]], [[Betting]], [[Ultra-Powerful Events]], [[Investments]], or modulating how [[Destructible Objects]] or [[Traps]] function. While [[Collaborative Actions]] are usually done immediately they can be modulated to make use of [[Delayed Effects]]. | ||
− | + | Besides the actual cause for the delay, primary design choices for [[Delayed Effects]] are if players should be aware of when the effects will occur and how the period of delay is determined. Showing when effects will take place is usually done through [[Progress Indicators]], even when they are predetermined through [[Development Time]]. [[Randomness]] can be used to make information about when the [[Delayed Effects]] occur unknown, but so can other ways involving [[Uncertainty of Information]]. | |
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− | Time | + | |
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− | Randomness | + | |
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− | Delayed | + | |
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− | + | Making actions have [[Delayed Effects]] opens up some additional design possibilities. One is to create [[Balancing Effects]] between different actions by having the more powerful actions take a longer time to perform. Another is to make them possible interrupt, that is making the actions into [[Interruptible Actions]], or make it possible to avoid the effects - this is quite often applied to [[Traps]]. This is done in some cases of [[Capture]], e.g. this is believed to be the case for [[Ludus Latrunculorum]], to allow the other player a chance to respond. A third, which can be used to increase [[Tension]], is to combine them to the structures of [[Social Dilemmas]]. | |
− | + | [[Delayed Effects]] can make people have [[Anticipation]] and feel that they have [[Luck]] without requiring any other aspects of the game, this makes the pattern useful for modulate [[Quick Games]]. | |
− | + | == Consequences == | |
+ | [[Delayed Effects]] often produce [[Time Limits]] for those aware of them, especially if they are part of [[Interruptible Actions]]. The more precise information about the [[Delayed Effects]] players have, e.g. by knowing when they take place due to being created through [[Development Time]], the more [[Predictable Consequences]] they provide, and this encouraged [[Stimulated Planning]]. When [[Predictable Consequences]] are absent, it instead provides players the possibility to start feeling [[Luck]] before the outcome is shown. Although [[Predictable Consequences]] can influence [[Delayed Effects]] in these ways, having sufficiently long [[Delayed Effects]] may in return make [[Predictable Consequences]] be harder to have since the context for the outcome can have changed. Even so, understanding how [[Delayed Effects]] work is a form of [[Strategic Knowledge]]. | ||
− | + | The wait for the effects to take place is a form of [[Hovering Closures]] once the events or actions that cause the [[Delayed Effects]] have been done, and waiting for them can create [[Anticipation]] or [[Tension]], especially when combined with [[Uncertainty of Information]] or [[Social Dilemmas]]. Players may also be able to use [[Delayed Effects]] to create [[Combos]] by efficiently [[Timing]] actions. Fixed periods of delay give players the chance to use [[Memorizing]] to do better [[Tactical Planning]]. If the periods of delay are random, or if players do not have knowledge of the periods of delay, this can turn the use of other actions into [[Risk/Reward]] choices if their success depends on the [[Delayed Effects]]. [[Delayed Effects]] that can be interrupted also give rise to [[Risk/Reward]] situations. | |
− | + | When a part of the [[Delayed Effects]] is waiting for other players to do actions, as is the case when the pattern is use to change [[Collaborative Actions]] or [[Trading]], it gives rise [[Complex Gameplay]] and [[Delayed Reciprocity]] (with [[Individual Rewards]] in the case of [[Collaborative Actions]]) and the possibility of [[Betrayal]]. For games with long enough waiting times and [[Drop-In/Drop-Out]] gameplay or [[Persistent Game Worlds]], [[Delayed Effects]] gives [[Encouraged Return Visits]]. | |
− | + | [[Delayed Effects]] can somewhat mitigate that [[Save-Load Cycles]] make [[Irreversible Events]] impossible. However, the [[Delayed Effects]] make any potential [[Predictable Consequences]] of the [[Irreversible Events]] difficult to be aware of. | |
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− | [[Delayed Effects]] can | + | |
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Anticipation]], | [[Anticipation]], | ||
+ | [[Balancing Effects]], | ||
[[Hovering Closures]], | [[Hovering Closures]], | ||
+ | [[Interruptible Actions]], | ||
+ | [[Irreversible Events]], | ||
[[Luck]], | [[Luck]], | ||
− | [[Tension]] | + | [[Memorizing]], |
+ | [[Risk/Reward]], | ||
+ | [[Strategic Knowledge]], | ||
+ | [[Tactical Planning]], | ||
+ | [[Tension]], | ||
+ | [[Time Limits]] | ||
+ | |||
+ | ==== with [[Collaborative Actions]] ==== | ||
+ | [[Betrayal]], | ||
+ | [[Complex Gameplay]], | ||
+ | [[Delayed Reciprocity]] | ||
+ | |||
+ | ==== with [[Collaborative Actions]] and [[Individual Rewards]] ==== | ||
+ | [[Delayed Reciprocity]] | ||
+ | |||
+ | ==== with [[Drop-In/Drop-Out]] or [[Persistent Game Worlds]] ==== | ||
+ | [[Encouraged Return Visits]] | ||
==== with [[Predictable Consequences]] ==== | ==== with [[Predictable Consequences]] ==== | ||
[[Stimulated Planning]] | [[Stimulated Planning]] | ||
+ | |||
+ | ==== with [[Timing]] ==== | ||
+ | [[Combos]] | ||
+ | |||
+ | ==== with [[Trading]] ==== | ||
+ | [[Betrayal]], | ||
+ | [[Complex Gameplay]], | ||
+ | [[Delayed Reciprocity]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Quick Games]] | + | [[Capture]], |
+ | [[Collaborative Actions]], | ||
+ | [[Destructible Objects]], | ||
+ | [[Quick Games]], | ||
+ | [[Risk/Reward]], | ||
+ | [[Social Dilemmas]], | ||
+ | [[Traps]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Development Time]] | + | [[Action Programming]], |
+ | [[Betting]], | ||
+ | [[Development Time]], | ||
+ | [[Extended Actions]], | ||
+ | [[Investments]], | ||
+ | [[Ultra-Powerful Events]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Predictable Consequences]], | ||
+ | [[Progress Indicators]], | ||
+ | [[Randomness]], | ||
[[Uncertainty of Information]] | [[Uncertainty of Information]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Predictable Consequences]] | ||
== History == | == History == |
Latest revision as of 17:00, 8 July 2016
The effects of actions and events in games do not occur directly after the actions or events have started.
Delayed Effects are those effects that are explicitly dictated by the rules in the game but take place some noticeable time after the actions and events that caused them; effects that are the results of combined actions or are unexpected or unplanned do not qualify as Delayed Effects, even if the effects take place after some actions or events have taken place.
Contents
Examples
The effect of placing bets in Poker does not become apparent until a player folds or players show their card hands. The activation of the most powerful weapons in first-person shooters such as the Quake series often takes some time from activation to the time it fires, usually to balance them somewhat against the other weapons in the game.
Building manufactories in the Europa Universalis series take five years in game time where each turn or tick represents a day; in contrast, the amount of time between planting seeds in FarmVille until they can be harvested can take several real world days.
It is believed that there was a Delayed Effect before one could capture pieces in the ancient Roman game Ludus Latrunculorum.
Using the pattern
A simple way to create Delayed Effects with Predictable Consequences is to require Development Time for initiated actions or simply make them Extended Actions. Others ways to introduce Delayed Effects into games include Action Programming, Betting, Ultra-Powerful Events, Investments, or modulating how Destructible Objects or Traps function. While Collaborative Actions are usually done immediately they can be modulated to make use of Delayed Effects.
Besides the actual cause for the delay, primary design choices for Delayed Effects are if players should be aware of when the effects will occur and how the period of delay is determined. Showing when effects will take place is usually done through Progress Indicators, even when they are predetermined through Development Time. Randomness can be used to make information about when the Delayed Effects occur unknown, but so can other ways involving Uncertainty of Information.
Making actions have Delayed Effects opens up some additional design possibilities. One is to create Balancing Effects between different actions by having the more powerful actions take a longer time to perform. Another is to make them possible interrupt, that is making the actions into Interruptible Actions, or make it possible to avoid the effects - this is quite often applied to Traps. This is done in some cases of Capture, e.g. this is believed to be the case for Ludus Latrunculorum, to allow the other player a chance to respond. A third, which can be used to increase Tension, is to combine them to the structures of Social Dilemmas.
Delayed Effects can make people have Anticipation and feel that they have Luck without requiring any other aspects of the game, this makes the pattern useful for modulate Quick Games.
Consequences
Delayed Effects often produce Time Limits for those aware of them, especially if they are part of Interruptible Actions. The more precise information about the Delayed Effects players have, e.g. by knowing when they take place due to being created through Development Time, the more Predictable Consequences they provide, and this encouraged Stimulated Planning. When Predictable Consequences are absent, it instead provides players the possibility to start feeling Luck before the outcome is shown. Although Predictable Consequences can influence Delayed Effects in these ways, having sufficiently long Delayed Effects may in return make Predictable Consequences be harder to have since the context for the outcome can have changed. Even so, understanding how Delayed Effects work is a form of Strategic Knowledge.
The wait for the effects to take place is a form of Hovering Closures once the events or actions that cause the Delayed Effects have been done, and waiting for them can create Anticipation or Tension, especially when combined with Uncertainty of Information or Social Dilemmas. Players may also be able to use Delayed Effects to create Combos by efficiently Timing actions. Fixed periods of delay give players the chance to use Memorizing to do better Tactical Planning. If the periods of delay are random, or if players do not have knowledge of the periods of delay, this can turn the use of other actions into Risk/Reward choices if their success depends on the Delayed Effects. Delayed Effects that can be interrupted also give rise to Risk/Reward situations.
When a part of the Delayed Effects is waiting for other players to do actions, as is the case when the pattern is use to change Collaborative Actions or Trading, it gives rise Complex Gameplay and Delayed Reciprocity (with Individual Rewards in the case of Collaborative Actions) and the possibility of Betrayal. For games with long enough waiting times and Drop-In/Drop-Out gameplay or Persistent Game Worlds, Delayed Effects gives Encouraged Return Visits.
Delayed Effects can somewhat mitigate that Save-Load Cycles make Irreversible Events impossible. However, the Delayed Effects make any potential Predictable Consequences of the Irreversible Events difficult to be aware of.
Relations
Can Instantiate
Anticipation, Balancing Effects, Hovering Closures, Interruptible Actions, Irreversible Events, Luck, Memorizing, Risk/Reward, Strategic Knowledge, Tactical Planning, Tension, Time Limits
with Collaborative Actions
Betrayal, Complex Gameplay, Delayed Reciprocity
with Collaborative Actions and Individual Rewards
with Drop-In/Drop-Out or Persistent Game Worlds
with Predictable Consequences
with Timing
with Trading
Betrayal, Complex Gameplay, Delayed Reciprocity
Can Modulate
Capture, Collaborative Actions, Destructible Objects, Quick Games, Risk/Reward, Social Dilemmas, Traps
Can Be Instantiated By
Action Programming, Betting, Development Time, Extended Actions, Investments, Ultra-Powerful Events
Can Be Modulated By
Predictable Consequences, Progress Indicators, Randomness, Uncertainty of Information
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Delayed Effects that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-