Difference between revisions of "Memorizing"
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== Using the pattern == | == Using the pattern == | ||
+ | The use of [[Memorizing]] is not totally dependent on either [[Imperfect Information]] or [[Perfect Information]] but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game. | ||
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Memorizing can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type is the learning of Strategic Knowledge, such as the distributions of effect determined by Randomness, and is present in all games, but may be explicitly encouraged by game design where players receive Extra-Game Information. If this form of information can be used to directly solve specific goals, for example those related to Puzzle Solving, the possibility of Memorizing lessens the Replayability. Explicitly supporting Memorizing in games is usually done by having Imperfect Information that becomes Perfect Information for a while and then reverts to Imperfect Information as presented by the game system. | Memorizing can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type is the learning of Strategic Knowledge, such as the distributions of effect determined by Randomness, and is present in all games, but may be explicitly encouraged by game design where players receive Extra-Game Information. If this form of information can be used to directly solve specific goals, for example those related to Puzzle Solving, the possibility of Memorizing lessens the Replayability. Explicitly supporting Memorizing in games is usually done by having Imperfect Information that becomes Perfect Information for a while and then reverts to Imperfect Information as presented by the game system. | ||
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Changing the game state so new memorization is required for each game session can be achieved by Reconfigurable Game Worlds, using closed Discard Piles, Randomness of the placement of game elements, and using Fog of War to hide other players' actions. When using new information for each game session, Memorizing is one of the design options available to game designers for designing Overcome goals or Polyathlons. | Changing the game state so new memorization is required for each game session can be achieved by Reconfigurable Game Worlds, using closed Discard Piles, Randomness of the placement of game elements, and using Fog of War to hide other players' actions. When using new information for each game session, Memorizing is one of the design options available to game designers for designing Overcome goals or Polyathlons. | ||
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+ | Memorization of the rules is not usually a designed feature of games but nevertheless affects gameplay. Smooth execution of [[Self-Facilitated Games]] requires that players spend time [[Memorizing]] the rules, but may be eased by providing [[Book-Keeping Tokens]] and handouts. Players are motivated to do this since failure to remember rules give them a [[Limited Set of Actions]] and [[Limited Foresight]] compared to other players, and failure to follow rules may cause rule arguments, which can usually not be corrected if the game state has change too much. The presence of [[Game Masters]] makes [[Memorizing]] all parts of the rules optional players but may still be interesting for reasons of [[Empowerment]] and [[Game Mastery]]. The [[Dedicated Game Facilitators]] that computer can be for games allow players to start playing the games without any knowledge of rules and make the learning of them a combination of [[Exploration]] and [[Memorizing]]. | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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== Consequences == | == Consequences == | ||
− | Memorizing can give players Cognitive | + | When done during gameplay, [[Memorizing]] can give players [[Cognitive Engrossment]] in games and when possible to do generally is one skill that can determine if players have [[Game Mastery]] or not. Since having memorized rules and facts can affect the efficiency of players gameplay, doing this correctly can also affect what level of [[Empowerment]] they have. As part of striving toward [[Memorizing]] players may have [[Gain Information]] goals if not all information that is to be memorized are known. |
− | + | For [[Self-Facilitated Games]], [[Memorizing]] the rules is needed by at least one of the players for gameplay to not halt to consult rules (most likely creating [[Downtime]] for some of the players). | |
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=== Can Instantiate === | === Can Instantiate === | ||
− | |||
[[Player/Character Skill Composites]] | [[Player/Character Skill Composites]] | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Action Programming]], | [[Action Programming]], | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Cognitive Engrossment]], | ||
+ | [[Empowerment]], | ||
+ | [[Gain Information]], | ||
[[Game Mastery]], | [[Game Mastery]], | ||
[[Player/Character Skill Composites]] | [[Player/Character Skill Composites]] | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Book-Keeping Tokens]], | ||
+ | [[Dedicated Game Facilitators]], | ||
+ | [[Game Masters]], | ||
[[Game State Indicators]], | [[Game State Indicators]], | ||
[[Game State Overviews]] | [[Game State Overviews]] |
Revision as of 21:18, 29 May 2011
Gameplay where players gain benefit by remembering facts about the game or game state.
This pattern is a still a stub.
Knowing what can happen in games is an advantage to players, and when players are shown information temporarily, they have an advantage of Memorizing that information.
Contents
Examples
Example: Many card games give players benefits for Memorizing played cards, as this allows them to predict what cards they will be dealt or what possible card hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are identified Memorizing the cards.
Example: The games in the Simon toy by Mattel show patterns to players by playing sounds and showing lights. The players' goals are to repeat the patterns, which makes Memorizing the primary game skill.
Using the pattern
The use of Memorizing is not totally dependent on either Imperfect Information or Perfect Information but rather on if players' gameplay is affected by a lack of knowledge, which can be how to use information presence in the game. The lack of knowledge can be either regarding the game state or regarding the rules of the game and can create additional challenges to the rewards from Gain Information goals, if access to the gained information is not provided continuously by the game.
Memorizing can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type is the learning of Strategic Knowledge, such as the distributions of effect determined by Randomness, and is present in all games, but may be explicitly encouraged by game design where players receive Extra-Game Information. If this form of information can be used to directly solve specific goals, for example those related to Puzzle Solving, the possibility of Memorizing lessens the Replayability. Explicitly supporting Memorizing in games is usually done by having Imperfect Information that becomes Perfect Information for a while and then reverts to Imperfect Information as presented by the game system.
Whether they change between game sessions, the locations of Deadly Traps, Invisible Walls, and Strategic Locations are typical aspects of games worth Memorizing, and may be made into explicit goals of Exploration. The initiation of events with Delayed Effects can also require Memorizing, if the game does not provide Progress Indicators for when the effect will take place.
Changing the game state so new memorization is required for each game session can be achieved by Reconfigurable Game Worlds, using closed Discard Piles, Randomness of the placement of game elements, and using Fog of War to hide other players' actions. When using new information for each game session, Memorizing is one of the design options available to game designers for designing Overcome goals or Polyathlons.
Memorization of the rules is not usually a designed feature of games but nevertheless affects gameplay. Smooth execution of Self-Facilitated Games requires that players spend time Memorizing the rules, but may be eased by providing Book-Keeping Tokens and handouts. Players are motivated to do this since failure to remember rules give them a Limited Set of Actions and Limited Foresight compared to other players, and failure to follow rules may cause rule arguments, which can usually not be corrected if the game state has change too much. The presence of Game Masters makes Memorizing all parts of the rules optional players but may still be interesting for reasons of Empowerment and Game Mastery. The Dedicated Game Facilitators that computer can be for games allow players to start playing the games without any knowledge of rules and make the learning of them a combination of Exploration and Memorizing.
Can Be Instantiated By
Delayed Effects, Development Time, Drawing Stacks, Invisible Walls, Randomness, Strategic Knowledge, Strategic Locations, Traps
Can Be Modulated By
Game State Indicators, Game State Overviews
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
When done during gameplay, Memorizing can give players Cognitive Engrossment in games and when possible to do generally is one skill that can determine if players have Game Mastery or not. Since having memorized rules and facts can affect the efficiency of players gameplay, doing this correctly can also affect what level of Empowerment they have. As part of striving toward Memorizing players may have Gain Information goals if not all information that is to be memorized are known.
For Self-Facilitated Games, Memorizing the rules is needed by at least one of the players for gameplay to not halt to consult rules (most likely creating Downtime for some of the players).
Can Instantiate
Player/Character Skill Composites
with Drawing Stacks
with Perfect Information
Can Modulate
Relations
Can Instantiate
Cognitive Engrossment, Empowerment, Gain Information, Game Mastery, Player/Character Skill Composites
with Drawing Stacks
with Perfect Information
Can Modulate
Action Programming, Self-Facilitated Games
Can Be Instantiated By
Delayed Effects, Development Time, Drawing Stacks, Invisible Walls, Randomness, Strategic Knowledge, Strategic Locations, Traps
Can Be Modulated By
Book-Keeping Tokens, Dedicated Game Facilitators, Game Masters, Game State Indicators, Game State Overviews
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Memorizing 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
-