Difference between revisions of "Leaps of Faith"
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− | + | [[Leaps of Faith|Leap of Faith]] situations put players in positions of making [[Risk/Reward]] choices (often in relation to [[Game World Navigation]]) as well as creating [[Tension]]. Performing them can lead to [[Surprises]], especially when designers have specifically set up the situations for this to occur. | |
− | [[Leap of Faith]] situations put players in positions of making [[Risk/Reward]] choices (often in relation to [[Game World Navigation]]) as well as creating [[Tension]]. Performing them can lead to [[Surprises]], especially when designers have specifically set up the situations for this to occur. | + | |
They are [[Irreversible Events]] in themselves since a specific [[Leaps of Faith|Leap of Faith]] cannot be done twice. This also makes [[Leaps of Faith]] difficult to have [[Predictable Consequences]] before they are done but difficult to avoid if the specific action is done again, in the same or another game instance. | They are [[Irreversible Events]] in themselves since a specific [[Leaps of Faith|Leap of Faith]] cannot be done twice. This also makes [[Leaps of Faith]] difficult to have [[Predictable Consequences]] before they are done but difficult to avoid if the specific action is done again, in the same or another game instance. |
Revision as of 08:36, 23 August 2016
Actions that are performed without any guaranteed, or visible, chance of success.
Not all actions in games have predictable outcomes. When a player can see many potential ways of failing an action and no clear ways of how to succeed, performing the action anyway is a Leap of Faith.
Example: the platform game Ghost'n'Goblins had places where the player could not see the other side of a chasm. In order to advance in the game the players had to jump out into the air hoping that there would be something to land on at the other side.
Example: the negotiation game Intrigue has players bribe each other to get jobs in the castles of the other players' masters. However, bribed players do not have to follow promises, and giving bribes are Leaps of Faiths for the briber.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Betrayal, Character Defining Actions, Delayed Reciprocity, Experimenting, Imperfect Information, Negotiation, One-Way Travel, Traps, Uncommitted Alliances
Can Be Modulated By
Interface Aspects
Narration Aspects
Consequences
Leap of Faith situations put players in positions of making Risk/Reward choices (often in relation to Game World Navigation) as well as creating Tension. Performing them can lead to Surprises, especially when designers have specifically set up the situations for this to occur.
They are Irreversible Events in themselves since a specific Leap of Faith cannot be done twice. This also makes Leaps of Faith difficult to have Predictable Consequences before they are done but difficult to avoid if the specific action is done again, in the same or another game instance.
Can Modulate
Game World Navigation, Narration Structures
Potentially Conflicting With
Determinable Chance to Succeed, Game State Overviews, Invulnerabilities, Save-Load Cycles
Relations
Can Instantiate
Irreversible Events, Predictable Consequences, Risk/Reward, Surprises, Tension
Can Modulate
Game World Navigation, Narration Structures
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Betrayal, Character Defining Actions, Delayed Reciprocity, Experimenting, Imperfect Information, Negotiation, One-Way Travel, Traps, Uncommitted Alliances
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Determinable Chance to Succeed, Game State Overviews, Invulnerabilities, Predictable Consequences, Save-Load Cycles
History
An updated version of the pattern Leaps of Faith 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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