Difference between revisions of "Helpers"
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[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
+ | [[Category:Diegetic Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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− | ''Diegetic | + | ''Diegetic individuals that help players.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
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== Using the pattern == | == Using the pattern == | ||
− | + | Designing [[Helpers]] consist of deciding on what type of [[Non-Player Characters]] the [[Helpers]] should be and what type of help should be provided. They two areas are however related since the available actions and planning of different types of [[Non-Player Characters]] can present some types of help. | |
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+ | Giving [[Clues]] requires little agency and can be done by [[Self-Service Kiosks]] presented as diegetic people. | ||
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+ | However, as Helpers typically are represented as living creatures, they may provide different Indirect Information when interacted with several times. This may range from simply rotating through a couple of answers to provide variation to providing new pieces of information when the previous goals have been completed. Further, game designer have to determine if the players can modify the reaction of Helpers by their actions, e. g. gifts, bribes, threats, or direct attacks. Sometimes Helpers can also act as Tools, for example, the Lion Boat in The Legend of Zelda: Wind Waker is also the player's main means of transportation. Helpers can be used to create Red Herrings for the players as the information they provide is rarely Direct Information about the game state. | ||
Game elements can change roles between being Helpers and Units due to the actions of the player, and this can be used to create new subgoals for the player. For example, in Baldur's Gate the player can talk to many non-player characters in the game, but some these characters can also be invited to the player's adventuring party, effectively changing their status from being a Helper to being a Unit. | Game elements can change roles between being Helpers and Units due to the actions of the player, and this can be used to create new subgoals for the player. For example, in Baldur's Gate the player can talk to many non-player characters in the game, but some these characters can also be invited to the player's adventuring party, effectively changing their status from being a Helper to being a Unit. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Companions]], | [[Companions]], | ||
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[[Tutorial Neighbors]] | [[Tutorial Neighbors]] | ||
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[[Actions Have Diegetically Social Consequences]] | [[Actions Have Diegetically Social Consequences]] | ||
− | === | + | === Can Modulate === |
+ | [[Helplessness]], | ||
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+ | === Diegetic Aspects === | ||
+ | [[Helpers]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]] in that it gives players help in a diegetic form. | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
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Like [[Clues]], [[Helpers]] can support [[Smooth Learning Curves]] by offering additional help when needed. | Like [[Clues]], [[Helpers]] can support [[Smooth Learning Curves]] by offering additional help when needed. | ||
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== Relations == | == Relations == |
Revision as of 11:04, 3 August 2011
Diegetic individuals that help players.
This pattern is a still a stub.
Helpers are game elements presented as diegetic characters that support the players in completing goals by giving advice or by performing actions which the players are not able to perform. They are not under players' control, and typically do not move around in the game world.
Contents
Examples
Example: the rumor spreading non-player characters in Ultima series are sometimes directly and sometimes indirectly giving the player advice on how to progress in the game.
Example: each of the games in The Legend of Zelda series contains several helpers from helpful grandmothers to talking boats.
Mario Kart series being towed after falling of courses
Choosing the Mysterious Stranger perk in the Fallout series gives players a certain chance to be helped very temporarily in combat when things look grim. Fallout: New Vegas add a similar perk, Miss Fortune, that deals fatigue damage rather than real damage.
Using the pattern
Designing Helpers consist of deciding on what type of Non-Player Characters the Helpers should be and what type of help should be provided. They two areas are however related since the available actions and planning of different types of Non-Player Characters can present some types of help.
Giving Clues requires little agency and can be done by Self-Service Kiosks presented as diegetic people.
However, as Helpers typically are represented as living creatures, they may provide different Indirect Information when interacted with several times. This may range from simply rotating through a couple of answers to provide variation to providing new pieces of information when the previous goals have been completed. Further, game designer have to determine if the players can modify the reaction of Helpers by their actions, e. g. gifts, bribes, threats, or direct attacks. Sometimes Helpers can also act as Tools, for example, the Lion Boat in The Legend of Zelda: Wind Waker is also the player's main means of transportation. Helpers can be used to create Red Herrings for the players as the information they provide is rarely Direct Information about the game state.
Game elements can change roles between being Helpers and Units due to the actions of the player, and this can be used to create new subgoals for the player. For example, in Baldur's Gate the player can talk to many non-player characters in the game, but some these characters can also be invited to the player's adventuring party, effectively changing their status from being a Helper to being a Unit.
Can Be Instantiated By
Companions, Tutorial Neighbors
Actions Have Diegetically Social Consequences
Can Modulate
Diegetic Aspects
Helpers is a Diegetic Pattern in that it gives players help in a diegetic form.
Narrative Aspects
They can also be used to unfold the Narrative Structure by providing background stories or letting the Helpers change their advice as gameplay progresses.
Consequences
Helpers are Non-Player Characters that help players in Levels or Game Worlds by providing players with Clues, Quests or services such as Trading or performing Privileged Abilities (e.g. healing Damage). Quite naturally, Helpers are not compatible with Enemies but the presence of the pattern Actions Have Diegetically Social Consequences can turn Helpers into Enemies if players do despicable actions according to the Helpers.
Like Clues, Helpers can support Smooth Learning Curves by offering additional help when needed.
Relations
Can Instantiate
Clues, Privileged Abilities, Smooth Learning Curves, Trading
Can Modulate
Game Worlds, Helplessness, Levels, Quests
Can Be Instantiated By
Companions, Non-Player Characters, Self-Service Kiosks, Tutorial Neighbors
Can Be Modulated By
Actions Have Diegetically Social Consequences
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Helpers 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
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