Difference between revisions of "Player Elimination"
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[[Unwinnable Games]] nearly always built around have [[Player Elimination]] that is inevitable sooner or later; the alternatives, eternal [[Downtime]] or goals that cannot be completed, are likely to first frustrate and then bore players. The main exception to this is [[:Category:Roleplaying Games|Roleplaying Games]], primarily [[Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], that are built upon [[Never Ending Stories]] and can be played as long as the players (and [[Game Masters]] find these stories compelling. Another reason for having [[Player Elimination]] is that the [[Last Man Standing]] goal can be based upon it - players win by being the last surviving player in the game instance. Other, weaker, reasons for [[Player Elimination]] is to support [[Limited Gameplay Time]] and [[Higher-Level Closures as Gameplay Progresses]]. These reasons are weaker due to the fact that they are not guaranteed to be supported by the pattern and that they may not apply equally for all players. | [[Unwinnable Games]] nearly always built around have [[Player Elimination]] that is inevitable sooner or later; the alternatives, eternal [[Downtime]] or goals that cannot be completed, are likely to first frustrate and then bore players. The main exception to this is [[:Category:Roleplaying Games|Roleplaying Games]], primarily [[Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], that are built upon [[Never Ending Stories]] and can be played as long as the players (and [[Game Masters]] find these stories compelling. Another reason for having [[Player Elimination]] is that the [[Last Man Standing]] goal can be based upon it - players win by being the last surviving player in the game instance. Other, weaker, reasons for [[Player Elimination]] is to support [[Limited Gameplay Time]] and [[Higher-Level Closures as Gameplay Progresses]]. These reasons are weaker due to the fact that they are not guaranteed to be supported by the pattern and that they may not apply equally for all players. | ||
− | The most obvious way to support [[Player Elimination]] is - as the name suggested - requires to let players or the game system have possibilities to [[Eliminate]] players' [[Focus Loci]] and link these eliminations with the eliminations of the player themselves. This consists of either the explicit goal to [[Eliminate]] players or that the players can fail in [[Survive]] goals. Overcome | + | The most obvious way to support [[Player Elimination]] is - as the name suggested - requires to let players or the game system have possibilities to [[Eliminate]] players' [[Focus Loci]] and link these eliminations with the eliminations of the player themselves. This consists of either the explicit goal to [[Eliminate]] players or that the players can fail in [[Survive]] goals. These [[Eliminate]] goals can be built on [[Overcome]] goals made possible through [[Combat]], and leads to [[Player Killing]] in [[Multiplayer Games]]. However, [[Player Killing]] or other types of killing game elements do not create [[Player Elimination]] unless some form of [[Lives]] are used as well ([[Permadeath]] being the approach that can most quickly lead to eliminations). [[Player Elimination]] can also happen indirectly, e.g. through having lower [[Scores]] than other players in [[Tournaments]] or failing to complete goals within [[Time Limits]] (especially common in [[:Category:Racing Games|Racing Games]]). Losing all one's supply centers in [[Diplomacy]] can be seen as an indirect form of [[Player Elimination]]. |
− | [[Player Elimination]] | + | The presence of [[Player Elimination]] may cause [[Early Elimination]], especially if the pattern is instantiated through [[Permadeath]]. Ways of having [[Player Elimination]] but letting players have means to avoid it, include [[Extra Chances]] and [[Lives]] (including [[Parallel Lives]]). These however only temporarily avoid the elimination as long as the [[Extra Chances]] and [[Lives]] are not [[Renewable Resources]]. In contrast, the use of [[Game Masters]] can - on their sufferance - avoid the pattern infinitely through [[Fudged Results]] but also make it happen whenever they feel like it. |
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The gameplay of [[Multiplayer Games]] with [[Player Elimination]] can force extended [[Downtime]] on eliminated players, especially if there is a possibility of [[Early Elimination]]. This can make [[Player Elimination]] counteract the possibilities for players to engage in [[Social Interaction]] on the same terms and make it difficult for them to experience [[Togetherness]]. It goes without saying that games that combine [[Player Elimination]] and [[Teams]] can lead to [[Team Elimination]]. | The gameplay of [[Multiplayer Games]] with [[Player Elimination]] can force extended [[Downtime]] on eliminated players, especially if there is a possibility of [[Early Elimination]]. This can make [[Player Elimination]] counteract the possibilities for players to engage in [[Social Interaction]] on the same terms and make it difficult for them to experience [[Togetherness]]. It goes without saying that games that combine [[Player Elimination]] and [[Teams]] can lead to [[Team Elimination]]. | ||
− | The presences of [[Player Elimination]] works against players having an [[Exaggerated Perception of Influence]] since they know that game instances in no way guarantees that they will be allowed to play until the game is won or completed. | + | The presences of [[Player Elimination]] works against players having an [[Exaggerated Perception of Influence]] since they know that game instances in no way guarantees that they will be allowed to play until the game is won or completed. In games with [[Closed Economies]], the use of [[Player Elimination]] may be the only way to ensure that [[Resources]] are gathered in larger and larger groups as gameplay progresses; this can be seen as a case of supporting [[Higher-Level Closures as Gameplay Progresses]]. |
== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Closed Economies]], | ||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
[[Spectators]], | [[Spectators]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Ability Losses]], | [[Ability Losses]], | ||
+ | [[Combat]], | ||
[[Eliminate]], | [[Eliminate]], | ||
[[Game Masters]], | [[Game Masters]], |
Revision as of 10:43, 10 July 2011
The forced ending of players' game sessions before game instances are finished.
This pattern is a still a stub.
Player Elimination determines the evaluation function for an end condition in the game in such way that the player's game session is terminated.
Contents
Examples
Players who cannot pay rent in Monopoly even after selling their assets are no longer allowed to play the game.
Most arcade games, e.g. the first versions of Pac-Man, Space Invaders, and Asteroids, end players' game sessions when they have run out of lives.
In Magic: The Gathering, the players whose health level drops below zero are removed completely from play, thus ending their game sessions.
Using the pattern
Player Elimination can be a Negative Pattern if game designers intend to make games where all players begin and end their individual play sessions together. The typical case for this is when games are supposed to support Social Interaction and Togetherness both in and outside the actual gameplay. Letting eliminated players continue as Spectators provides some compensation for not being able to play, but does also force them to experience Downtime. There are however several reasons why one might want to have Player Elimination in games.
Unwinnable Games nearly always built around have Player Elimination that is inevitable sooner or later; the alternatives, eternal Downtime or goals that cannot be completed, are likely to first frustrate and then bore players. The main exception to this is Roleplaying Games, primarily, that are built upon Never Ending Stories and can be played as long as the players (and Game Masters find these stories compelling. Another reason for having Player Elimination is that the Last Man Standing goal can be based upon it - players win by being the last surviving player in the game instance. Other, weaker, reasons for Player Elimination is to support Limited Gameplay Time and Higher-Level Closures as Gameplay Progresses. These reasons are weaker due to the fact that they are not guaranteed to be supported by the pattern and that they may not apply equally for all players.
The most obvious way to support Player Elimination is - as the name suggested - requires to let players or the game system have possibilities to Eliminate players' Focus Loci and link these eliminations with the eliminations of the player themselves. This consists of either the explicit goal to Eliminate players or that the players can fail in Survive goals. These Eliminate goals can be built on Overcome goals made possible through Combat, and leads to Player Killing in Multiplayer Games. However, Player Killing or other types of killing game elements do not create Player Elimination unless some form of Lives are used as well (Permadeath being the approach that can most quickly lead to eliminations). Player Elimination can also happen indirectly, e.g. through having lower Scores than other players in Tournaments or failing to complete goals within Time Limits (especially common in Racing Games). Losing all one's supply centers in Diplomacy can be seen as an indirect form of Player Elimination.
The presence of Player Elimination may cause Early Elimination, especially if the pattern is instantiated through Permadeath. Ways of having Player Elimination but letting players have means to avoid it, include Extra Chances and Lives (including Parallel Lives). These however only temporarily avoid the elimination as long as the Extra Chances and Lives are not Renewable Resources. In contrast, the use of Game Masters can - on their sufferance - avoid the pattern infinitely through Fudged Results but also make it happen whenever they feel like it.
Ability Losses, Internal Rivalry, Late Arriving Players,
Narrative Aspects
Gives that Characters controlled by players often have prominent parts in Predetermined Story Structures and these roles are rarely planned to die, at least not until the near end of the stories, killing players is likely to cause breakdowns in the Predetermined Story Structures.
Consequences
Player Elimination gives rise to Game Over events for the affected player, and possibly other players as well. The risk for this raises Tension levels for players, as they essentially lose all their Value of Effort in a game if the game session is finished without their consent. The presence of the Player Elimination pattern gives a fundamental presence of the Survive goal - even if this may not be linked to a diegetic presence (such as an Avatar or Character).
The gameplay of Multiplayer Games with Player Elimination can force extended Downtime on eliminated players, especially if there is a possibility of Early Elimination. This can make Player Elimination counteract the possibilities for players to engage in Social Interaction on the same terms and make it difficult for them to experience Togetherness. It goes without saying that games that combine Player Elimination and Teams can lead to Team Elimination.
The presences of Player Elimination works against players having an Exaggerated Perception of Influence since they know that game instances in no way guarantees that they will be allowed to play until the game is won or completed. In games with Closed Economies, the use of Player Elimination may be the only way to ensure that Resources are gathered in larger and larger groups as gameplay progresses; this can be seen as a case of supporting Higher-Level Closures as Gameplay Progresses.
Relations
Can Instantiate
Game Over, Higher-Level Closures as Gameplay Progresses, Last Man Standing, Limited Gameplay Time, Unwinnable Games
with Multiplayer Games
with Teams
Can Modulate
Closed Economies, Multiplayer Games, Spectators, Tournaments, Value of Effort
Can Be Instantiated By
Ability Losses, Combat, Eliminate, Game Masters, Internal Rivalry, Late Arriving Players, Lives, Permadeath, Parallel Lives, Scores, Time Limits
Can Be Modulated By
Early Elimination, Extra Chances
Possible Closure Effects
-
Potentially Conflicting With
Exaggerated Perception of Influence, Fudged Results, Game Masters, Predetermined Story Structures, Social Interaction, Togetherness
History
An updated version of the pattern Player Elimination 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
-