Difference between revisions of "Bluffing"
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=== Examples === | === Examples === | ||
− | + | [[Poker]] uses [[Bluffing]] as one of the basic characteristics of the game. The players do not have direct information about the other players' hands but try to guess the relative values based on the play of previous rounds, social clues, and how the players are playing the current round. [[Bluffing]] in [[Poker]] thus means that the player is trying to give a false impression to other players about the actual value of his hand. | |
− | + | The classic board game [[Diplomacy]] has all the information about positions of the players' armies and fleets available to all players. [[Bluffing]] in this game is based on giving the other players false information about the current strategies, goals, and agreements between the players. The game even has a specific diplomacy phase for giving the players the ability to scheme together with players against other players. | |
− | + | [[Battlestar Galactica: The Board Game]] | |
− | + | [[Dead of Winter]] | |
+ | spies in [[Team Fortress series]] | ||
== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | [[Uncertainty of Information]] is the primary requirement for [[Bluffing]] to be possible in a game. This since players need some part of the game state to be unknown to other players to be able to try [[Bluffing]]. | ||
+ | |||
+ | In order to have the possibility for bluffing, the game should have Asymmetric Information together with means of players giving each other Indirect Information about game components, that is, the players do not have direct access to the required information but can get it from other players, usually via Social Interaction. Games that have Symmetric Information as well as Direct Information about game elements limit the possibilities for Bluffing but can still have it concerning players' goals, strategies, and intentions. This, however, also requires that players have a possibility of some kind of cooperation and that the player actions can have an effect on the other players' position in the game. An example of a game not satisfying these requirements is a 100 Meter Dash, or almost any other sports race, where Bluffing seems to be almost impossible. | ||
+ | |||
+ | Bluffing is possible in almost all cases of Negotiation and can be used to avoid situations where Randomness would normally let players feel Luck, since Bluffing can add a level of social skill even on totally random situations. Common examples where Bluffing is usually possible include Trading, Betting, and Bidding. An explicit type of game element that can be used for Bluffing is Alarms when these can be activated by players' actions. | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Asymmetric Information]], | ||
+ | [[Beat the Leader]], | ||
+ | [[Betrayal]], | ||
+ | [[Betting]], | ||
+ | [[Gameplay Mastery]], | ||
+ | [[Indirect Information]], | ||
+ | [[Imperfect Information]] | ||
+ | [[Negotiation]], | ||
+ | [[Performance Uncertainty]], | ||
+ | [[Player Unpredictability]], | ||
+ | [[Secret Goals]], | ||
+ | [[Social Interaction]], | ||
+ | [[Trading]], | ||
+ | |||
+ | [[End State Scoring]] together with [[Imperfect Information]] | ||
+ | |||
+ | [[Sanctioned Cheating]] together with [[PvP]] or [[TvT]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Direct Information]], | ||
+ | [[Symmetric Information]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
− | == | + | The possibility of Bluffing in games creates uncertainty about results and thereby Tension, especially for a Bluffing player. Bluffing modulates Social Interaction between players, and players bluffing must be able to control their Emotional Immersion, especially if the game is played in a face-to-face situation. Even though a face-to-face situation is beneficial for this type of game, it is not a requirement. As long as the possibilities and channels for Negotiation exist, there is a possibility for Bluffing. Bluffing in most cases leads to at least a possibility of Betrayal. |
− | + | ||
− | + | === Can Instantiate === | |
[[Emotional Engrossment]], | [[Emotional Engrossment]], | ||
+ | [[Risk/Reward]], | ||
+ | [[Social Skills]], | ||
+ | [[Social Roles]], | ||
+ | [[Tension]] | ||
− | + | === Can Modulate === | |
+ | [[Alarms]], | ||
+ | [[Bidding]], | ||
+ | [[Social Interaction]], | ||
+ | === Potentially Conflicting With === | ||
+ | [[Symmetric Information]] | ||
+ | |||
+ | |||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Emotional Engrossment]], | ||
[[Risk/Reward]], | [[Risk/Reward]], | ||
[[Social Skills]], | [[Social Skills]], | ||
Line 65: | Line 108: | ||
[[Secret Goals]], | [[Secret Goals]], | ||
[[Social Interaction]], | [[Social Interaction]], | ||
+ | [[Trading]], | ||
[[Uncertainty of Information]] | [[Uncertainty of Information]] | ||
Revision as of 16:27, 25 January 2019
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Players have a possibility to convey false information to other players in order to benefit from the situation. Usually the basic information for Bluffing is something about the current game state, as is the case in Poker. It is possible, however, that Bluffing concerns other game components such as past events and actions, players' goals, and even players' strategies and intentions. One of the simplest games of this kind of Bluffing is an iterated version of Paper-Rock-Scissors, where the players try to outguess the other player's action based on previous plays and social clues.
Contents
Examples
Poker uses Bluffing as one of the basic characteristics of the game. The players do not have direct information about the other players' hands but try to guess the relative values based on the play of previous rounds, social clues, and how the players are playing the current round. Bluffing in Poker thus means that the player is trying to give a false impression to other players about the actual value of his hand.
The classic board game Diplomacy has all the information about positions of the players' armies and fleets available to all players. Bluffing in this game is based on giving the other players false information about the current strategies, goals, and agreements between the players. The game even has a specific diplomacy phase for giving the players the ability to scheme together with players against other players.
Battlestar Galactica: The Board Game Dead of Winter spies in Team Fortress series
Using the pattern
Uncertainty of Information is the primary requirement for Bluffing to be possible in a game. This since players need some part of the game state to be unknown to other players to be able to try Bluffing.
In order to have the possibility for bluffing, the game should have Asymmetric Information together with means of players giving each other Indirect Information about game components, that is, the players do not have direct access to the required information but can get it from other players, usually via Social Interaction. Games that have Symmetric Information as well as Direct Information about game elements limit the possibilities for Bluffing but can still have it concerning players' goals, strategies, and intentions. This, however, also requires that players have a possibility of some kind of cooperation and that the player actions can have an effect on the other players' position in the game. An example of a game not satisfying these requirements is a 100 Meter Dash, or almost any other sports race, where Bluffing seems to be almost impossible.
Bluffing is possible in almost all cases of Negotiation and can be used to avoid situations where Randomness would normally let players feel Luck, since Bluffing can add a level of social skill even on totally random situations. Common examples where Bluffing is usually possible include Trading, Betting, and Bidding. An explicit type of game element that can be used for Bluffing is Alarms when these can be activated by players' actions.
Can Be Instantiated By
Asymmetric Information, Beat the Leader, Betrayal, Betting, Gameplay Mastery, Indirect Information, Imperfect Information Negotiation, Performance Uncertainty, Player Unpredictability, Secret Goals, Social Interaction, Trading,
End State Scoring together with Imperfect Information
Sanctioned Cheating together with PvP or TvT
Can Be Modulated By
Direct Information, Symmetric Information
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
The possibility of Bluffing in games creates uncertainty about results and thereby Tension, especially for a Bluffing player. Bluffing modulates Social Interaction between players, and players bluffing must be able to control their Emotional Immersion, especially if the game is played in a face-to-face situation. Even though a face-to-face situation is beneficial for this type of game, it is not a requirement. As long as the possibilities and channels for Negotiation exist, there is a possibility for Bluffing. Bluffing in most cases leads to at least a possibility of Betrayal.
Can Instantiate
Emotional Engrossment, Risk/Reward, Social Skills, Social Roles, Tension
Can Modulate
Alarms, Bidding, Social Interaction,
Potentially Conflicting With
Relations
Can Instantiate
Emotional Engrossment, Risk/Reward, Social Skills, Social Roles, Tension
Can Modulate
Alarms, Bidding, Social Interaction,
Can Be Instantiated By
Asymmetric Information, Beat the Leader, Betrayal, Betting, Gameplay Mastery, Indirect Information, Imperfect Information Negotiation, Performance Uncertainty, Player Unpredictability, Secret Goals, Social Interaction, Trading, Uncertainty of Information
End State Scoring together with Imperfect Information
Sanctioned Cheating together with PvP or TvT
Can Be Modulated By
Direct Information, Symmetric Information
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Bluffing 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
-