Difference between revisions of "Dice"

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== Consequences ==
 
== Consequences ==
[[Dice]] can provide[[Randomness]] in games, and this can in turn let players feel [[Luck]]. However, in many cases the use of [[Dice]] also allow the possibility of developing [[Strategic Knowledge]] about distributions and probabilities.  
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[[Dice]] can provide [[Randomness]] in games, and this can in turn let players feel [[Luck]]. However, in many cases the use of [[Dice]] also allow the possibility of developing [[Strategic Knowledge]] about distributions and probabilities.  
  
 
Although not diegetically present, they effectively be the [[Focus Loci]] for players, especially when they represent abstract actions or the [[Game Worlds]] are abstract (as for example in many [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]].
 
Although not diegetically present, they effectively be the [[Focus Loci]] for players, especially when they represent abstract actions or the [[Game Worlds]] are abstract (as for example in many [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]].

Revision as of 19:10, 5 October 2011

Dice are physical game elements that are used to randomize an outcome from a predefined set of outcomes, each outcome having the same likelihood.

Many games make use of randomness to determine what happens during gameplay. Dice is one of the most common ways of achieving this, with the 6-sided dice being the most common.

Classical


The normal die is 6-sided with markings from one to six but many alternatives exist: 2-sided (coins), 4-sided, 8-sided, 10-sided, 12-sided, 20-sided, 24-sided, and ball-shaped with a 100 markings. It is possible to vary these Dice further by exchanging the markings with other numbers, or icons representing resources, actions, or other more specific outcomes. The distribution of the outcomes can be further modified with multiple instances of the same outcome in the predefined set, for example, by creating random numbers from one to three using two markings for each of the numbers in a 6-sided die. Several Dice can be used together to create approximations of normal distributions.

Examples

[[

Bloodbowl Bloodbowl (computer game) Pachisi


Board Games

Dice games

Warhammer 40K


See Dice Games Properly Explained[1] for numerous more examples of Dice games.


Using the pattern

Although not mechanically necessary in computers, Dice can be used in computers either because the non-computerized game use Dice or because Dice provide a well-known means of randomizing with well-known distributions. In computer games, the outcome of a die roll may, of course, be fudged to achieve Balancing Effects but the player may over time perceive this and this may prevent the Perceived Chance to Succeed.

different types of marking

Warhammer 40K scatter die

numbers

heckmeck?

hit areas

weather,

väderstreck


direction

Although Dice can be used as part of determining the outcome of most actions in games, common areas are Movement (e.g. Pachisi), Combat (e.g. Dungeons & Dragons and Warhammer 40K), and Skill checks (e.g. GURPS and Basic Roleplaying).

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Dice can provide Randomness in games, and this can in turn let players feel Luck. However, in many cases the use of Dice also allow the possibility of developing Strategic Knowledge about distributions and probabilities.

Although not diegetically present, they effectively be the Focus Loci for players, especially when they represent abstract actions or the Game Worlds are abstract (as for example in many Tabletop Roleplaying Games.

Relations

Can Instantiate

Focus Loci, Randomness, Strategic Knowledge

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Extra Chances, Feigned Die Rolls

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Dice that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Knizia, R. (2000) Dice Games Properly Explained. Elliot Right Way Books.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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