Difference between revisions of "Social Adaptability"
(→Can Be Instantiated By) |
|||
Line 17: | Line 17: | ||
== Using the pattern == | == Using the pattern == | ||
+ | Being able to control when one wants to play is an important aspect of [[Social Adaptability]], which can be a question of how to support [[Interruptibility]]. | ||
+ | This can be achieved through [[Drop-In/Drop-Out]], [[Game Pauses]], or [[Proxy Players]] depending on other features of a game (as if it is a [[Multiplayer Games|Multiplayer Game]]), but is also one of the abilities the use of [[Game Masters]] can bring to a game design. In addition to considering the possibility to interrupt gameplay, [[Social Adaptability]] can also be supported by letting players decide how long the game should take; [[Negotiable Game Sessions]] and [[Negotiable Game Instance Duration]] can support this. | ||
− | + | Where one can play a game also affects [[Social Adaptability]]. The strongest way to support this form of [[Social Adaptability]] is through [[Ubiquitous Gameplay]] but another way is through [[Configurable Gameplay Areas]] in [[Self-Facilitated Games]]. | |
− | + | ||
− | + | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
Line 27: | Line 27: | ||
, | , | ||
[[Minimalized Social Weight]], | [[Minimalized Social Weight]], | ||
− | |||
− | |||
[[Player Decided Rule Setup]], | [[Player Decided Rule Setup]], | ||
[[Self-Reported Positioning]], | [[Self-Reported Positioning]], | ||
− | |||
− | |||
− | There are many patterns that can weaken or remove [[Social Adaptability]] in games. [[Challenging Gameplay]] can provide thresholds for novice players or those that cannot for some reason dedicate all their abilities to a specific play or game session; [[Player Physical Prowess]] does this as well but for physical activities. Games that require players attention continuously, i.e. those with [[The Show Must Go On]] but without being mitigated by [[Game Pauses]] or [[Drop-In/Drop-Out]] gameplay, also make it difficult to fit their gameplay into environments with changing social demands. [[Mediated Gameplay]] quite naturally lead to some restrictions on [[Social Interaction]] between players and thereby make enacting any possible [[Social Adaptability]] more difficult. [[Dedicated Game Facilitators]] typically do this as well but also restrict modifying or ignoring rules unless explicitly design to allow this - [[Game Masters]] are an exception to this since they often have power over changing the rules and game states freely. | + | There are many patterns that can weaken or remove [[Social Adaptability]] in games. Somewhat paradoxically, [[Multiplayer Games]] work against [[Social Adaptability]] since a player must consider the other players' opinions on when and how to play. [[Challenging Gameplay]] can provide thresholds for novice players or those that cannot for some reason dedicate all their abilities to a specific play or game session; [[Player Physical Prowess]] does this as well but for physical activities. Games that require players attention continuously, i.e. those with [[The Show Must Go On]] but without being mitigated by [[Game Pauses]] or [[Drop-In/Drop-Out]] gameplay, also make it difficult to fit their gameplay into environments with changing social demands. [[Mediated Gameplay]] quite naturally lead to some restrictions on [[Social Interaction]] between players and thereby make enacting any possible [[Social Adaptability]] more difficult. [[Dedicated Game Facilitators]] typically do this as well but also restrict modifying or ignoring rules unless explicitly design to allow this - [[Game Masters]] are an exception to this since they often have power over changing the rules and game states freely. |
A somewhat unlikely candidate for causing problems with [[Social Adaptability]] is [[Changes in Perception of Real World Phenomena due to Gameplay]]. However, games with this pattern are based on players already having some perceptions of the phenomena the game design focuses upon. This restricts the number of players that the design can work for and this cannot easily be changed by players in direct conjunction to playing these types of games. | A somewhat unlikely candidate for causing problems with [[Social Adaptability]] is [[Changes in Perception of Real World Phenomena due to Gameplay]]. However, games with this pattern are based on players already having some perceptions of the phenomena the game design focuses upon. This restricts the number of players that the design can work for and this cannot easily be changed by players in direct conjunction to playing these types of games. | ||
Line 43: | Line 39: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Freedom of Choice]] | [[Freedom of Choice]] | ||
Line 78: | Line 72: | ||
[[Dedicated Game Facilitators]], | [[Dedicated Game Facilitators]], | ||
[[Mediated Gameplay]], | [[Mediated Gameplay]], | ||
+ | [[Multiplayer Games]], | ||
[[Player Physical Prowess]], | [[Player Physical Prowess]], | ||
[[The Show Must Go On]] | [[The Show Must Go On]] |
Revision as of 07:41, 13 October 2012
Games that through their design easily can be modified for varying social contexts.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Being able to control when one wants to play is an important aspect of Social Adaptability, which can be a question of how to support Interruptibility. This can be achieved through Drop-In/Drop-Out, Game Pauses, or Proxy Players depending on other features of a game (as if it is a Multiplayer Game), but is also one of the abilities the use of Game Masters can bring to a game design. In addition to considering the possibility to interrupt gameplay, Social Adaptability can also be supported by letting players decide how long the game should take; Negotiable Game Sessions and Negotiable Game Instance Duration can support this.
Where one can play a game also affects Social Adaptability. The strongest way to support this form of Social Adaptability is through Ubiquitous Gameplay but another way is through Configurable Gameplay Areas in Self-Facilitated Games.
Can Be Instantiated By
Difficulty Levels, Game Masters , Minimalized Social Weight, Player Decided Rule Setup, Self-Reported Positioning,
There are many patterns that can weaken or remove Social Adaptability in games. Somewhat paradoxically, Multiplayer Games work against Social Adaptability since a player must consider the other players' opinions on when and how to play. Challenging Gameplay can provide thresholds for novice players or those that cannot for some reason dedicate all their abilities to a specific play or game session; Player Physical Prowess does this as well but for physical activities. Games that require players attention continuously, i.e. those with The Show Must Go On but without being mitigated by Game Pauses or Drop-In/Drop-Out gameplay, also make it difficult to fit their gameplay into environments with changing social demands. Mediated Gameplay quite naturally lead to some restrictions on Social Interaction between players and thereby make enacting any possible Social Adaptability more difficult. Dedicated Game Facilitators typically do this as well but also restrict modifying or ignoring rules unless explicitly design to allow this - Game Masters are an exception to this since they often have power over changing the rules and game states freely.
A somewhat unlikely candidate for causing problems with Social Adaptability is Changes in Perception of Real World Phenomena due to Gameplay. However, games with this pattern are based on players already having some perceptions of the phenomena the game design focuses upon. This restricts the number of players that the design can work for and this cannot easily be changed by players in direct conjunction to playing these types of games.
Consequences
The primary consequence of Social Adaptability is to provide players with a Freedom of Choice regarding when and how they are to play a game.
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Difficulty Levels, Drop-In/Drop-Out, Game Pauses, Game Masters, Interruptibility, Minimalized Social Weight, Negotiable Game Sessions, Negotiable Game Instance Duration, Player Decided Rule Setup, Proxy Players, Self-Reported Positioning, Ubiquitous Gameplay
Configurable Gameplay Areas together with Self-Facilitated Games
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Challenging Gameplay, Changes in Perception of Real World Phenomena due to Gameplay, Dedicated Game Facilitators, Mediated Gameplay, Multiplayer Games, Player Physical Prowess, The Show Must Go On
History
New pattern created in this wiki.
References
-
Acknowledgements
-