Difference between revisions of "No Direct Player Influence"
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=== Examples === | === Examples === | ||
− | [[ | + | Gambling games such as [[Baccarat]] and [[Roulette]] can be seen as examples of [[No Direct Player Influence]] since they are pure games of chance when players are actually only betting on an outcome, not affecting it themselves. |
− | [[ | + | |
− | + | Programming games such as [[Crobots]] and [[P-Robots]] let players create code to control robots that battle other similar robots but don't let the them directly affect the gameplay when battles have started. | |
− | [[ | + | |
+ | The game [[Progress Quest]], which can be seen as a critique of the need for grinding in massively multiplayer games such as [[World of Warcraft]], allows players to do some initial setup but then the only effect players can have on the game is to let it continue to run. In contrast, [[4 Minutes and 33 Seconds of Uniqueness]] doesn't need any setup and is successfully completed by being the only person playing the game in the whole world for the time period stated in the game's name. | ||
[[Ricochet Robots]] | [[Ricochet Robots]] | ||
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[[Conway's Game of Life]] | [[Conway's Game of Life]] | ||
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== Using the pattern == | == Using the pattern == | ||
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+ | [[Freedom of Choice]] | ||
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Making games have no [[No Direct Player Influence]] is easy in one fashion and difficult in another. Easy since instantiating the pattern simply consists of not letting players be able to interact with the systems. Difficult since they still need to be interesting and have some type of interaction possible. Typical solutions include the use of [[Exaggerated Perception of Influence]] or [[Meta Games]]. | Making games have no [[No Direct Player Influence]] is easy in one fashion and difficult in another. Easy since instantiating the pattern simply consists of not letting players be able to interact with the systems. Difficult since they still need to be interesting and have some type of interaction possible. Typical solutions include the use of [[Exaggerated Perception of Influence]] or [[Meta Games]]. |
Revision as of 20:00, 3 January 2011
Games where players direct influence on the actual gameplay is non-existent or close to non-existent.
It may seem strange to consider games where players cannot influence the outcome directly since this seems to state there would be no [1]. However, the first games of chance seem to have come to being from the use of dice and lots as divination methods [1][2], i.e. one let the gods decide who should have the ante. For these, it is enough for players to be 'emotionally attached' (as noted by Juul as begin part of his definition of games[3]) and believing that they are exerting effort to influence the outcome (another of Juul's characteristics of games[3]) however illusionary that latter part may be. Later examples show that another solution it to make players exert effort before the system is activated.
Contents
Examples
Gambling games such as Baccarat and Roulette can be seen as examples of No Direct Player Influence since they are pure games of chance when players are actually only betting on an outcome, not affecting it themselves.
Programming games such as Crobots and P-Robots let players create code to control robots that battle other similar robots but don't let the them directly affect the gameplay when battles have started.
The game Progress Quest, which can be seen as a critique of the need for grinding in massively multiplayer games such as World of Warcraft, allows players to do some initial setup but then the only effect players can have on the game is to let it continue to run. In contrast, 4 Minutes and 33 Seconds of Uniqueness doesn't need any setup and is successfully completed by being the only person playing the game in the whole world for the time period stated in the game's name.
Using the pattern
Making games have no No Direct Player Influence is easy in one fashion and difficult in another. Easy since instantiating the pattern simply consists of not letting players be able to interact with the systems. Difficult since they still need to be interesting and have some type of interaction possible. Typical solutions include the use of Exaggerated Perception of Influence or Meta Games.
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
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Adkins, L. (1998) Handbook to life in ancient Rome, p. 313. ISBN 0195123328.
- ↑ Johnstron, S. I (2004) ions of the ancient world, p. 385. ISBN 0674015177.
- ↑ 3.0 3.1 Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. The MIT Press. ISBN 0262101106.