Difference between revisions of "Zero-Player Games"
Line 2: | Line 2: | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
− | |||
− | |||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] |
Revision as of 09:52, 30 August 2010
Games where people have no direct choices during the gameplay.
Zero-Player Games[1] are games where players do not directly influence the game sessions. Instead they may have indirect influence, e.g. by creating the rules of how entities in the game should act, or be spectators.
Contents
Examples
Programming Games such as Crobots and P-Robots are typical examples of Zero-Player Games since all player activity takes places before gameplay begins in programming the robots (an alternative view is that the games proper are the meta games of programming, but this still leaves the rules of how the robots can move as Zero-Player Games).
A weak form of Zero-Player Games can be found in those that do not require actions from humans but allows this at their pleasure. The Sims Series and Conway's Game of Life can be seen as examples of this.
Space Alert can also be seen as a Zero-Player Game in its second phase, since the only things player can do then is to update the game state according to their planned moves (with the exception of claiming to have made mistakes in placing cards and correcting them).
Using the pattern
One may ask what the purpose of a games is in which players do not perform actions or can make choices. One reason is that they provide the basis of Meta Games where players have Creative Control over the Construction of [[[AI Agents]] in the Zero-Player Game. Other
No Direct Player Influence can give rise to Zero-Player Games, but does not have to. Progress Quest and 4 Minutes and 33 Seconds of Uniqueness are examples of games where players do not have to perform any actions but it is nonetheless important if they (or other people) play. Each challenge in Ricochet Robots is conducted without any player actions and proving the solution afterwards not so much influences the game state as randomizes it slightly for the next challenge.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
As mentioned above, Meta Games based upon Zero-Player Games can support Construction and Creative Control. Those supporting Spectators can also provide Strategic Knowledge.
Relations
Can Instantiate
Strategic Knowledge Meta Games Construction Creative Control
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.