Difference between revisions of "No Direct Player Influence"
From gdp3
Line 29: | Line 29: | ||
== Consequences == | == Consequences == | ||
+ | |||
+ | As long as players' instruction can be given to without requiring the other players to be there, and that the results of them can likewise be given individually, games with [[No Direct Player Influence]] naturally provide a basis for [[Asynchronous Games]]. This may however not result in [[Common Experiences]] depending on how much the players identify with the actions of their agents. | ||
== Relations == | == Relations == | ||
Line 34: | Line 36: | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Zero-player Games]] | [[Zero-player Games]] | ||
+ | |||
+ | [[Asynchronous Games]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 08:47, 25 May 2010
Games where players direct influence on the actual gameplay is non-existent or close to non-existent.
Contents
Examples
Ricochet Robots Progress Quest
4 Minutes and 33 Seconds of Uniqueness
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
As long as players' instruction can be given to without requiring the other players to be there, and that the results of them can likewise be given individually, games with No Direct Player Influence naturally provide a basis for Asynchronous Games. This may however not result in Common Experiences depending on how much the players identify with the actions of their agents.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.