Difference between revisions of "Mules"
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[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
''Code algorithms that can take over the role of players from repetitious tasks.'' | ''Code algorithms that can take over the role of players from repetitious tasks.'' | ||
− | + | Some games, especially online games, require players to perform smaller or larger sequences of actions repetitiously. One way to let players avoid this is through letting them relinquish control to a program, a [[Mule]], for parts of the gameplay. While this may let them escape boring sequences of gameplay, if they are allowed to also create these [[Mules]] they are provided with a possibility of being inventive and creative. | |
=== Examples === | === Examples === | ||
+ | The first possibilities to creates [[Mules]] appeared in Multiuser Dungeons. While [[DragonMud]] provided a limited way to add more content, [[Kingdoms]] made a programming language similar to C available to trusted players. The commercial massively multiplayer game [[Ultima Online]] provided similar but more restricted functionality through macros<ref name="UO"/>. This was followed in [[World of Warcraft]], which provides players with a set of functions that can be used for writing scripts. These scripts can vary from being practical macros that reduce the amount of excise but can also be more complex scrips capable of interacting with the environment.<ref name="WoWAPI"/>. | ||
+ | Although not created by the players themselves, the bots that can take over their role in the [[Left 4 Dead series]] can be seen as a form of [[Mules]]. This since they can let players take pauses during less important sections of them game. | ||
+ | |||
+ | == Using the pattern == | ||
[[Agents]] | [[Agents]] | ||
[[Avatars]] | [[Avatars]] | ||
[[Algorithmic Agents]] | [[Algorithmic Agents]] | ||
[[Proxy Players]] | [[Proxy Players]] | ||
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− | [[ | + | [[Creative Control]] |
− | [[ | + | [[Meta Games]] |
− | + | [[AI Players]] | |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== References == | == References == | ||
<references> | <references> | ||
+ | <ref name="UO">[http://www.uoguide.com/KR_Macros Entry] about creating macros on the UOGuide site.</ref> | ||
<ref name="WoWAPI">[http://www.wowwiki.com/World_of_Warcraft_API Entry] describing the World of Warcraft API on the WoWWiki.</ref> | <ref name="WoWAPI">[http://www.wowwiki.com/World_of_Warcraft_API Entry] describing the World of Warcraft API on the WoWWiki.</ref> | ||
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> |
Revision as of 11:00, 6 January 2011
Code algorithms that can take over the role of players from repetitious tasks.
Some games, especially online games, require players to perform smaller or larger sequences of actions repetitiously. One way to let players avoid this is through letting them relinquish control to a program, a Mule, for parts of the gameplay. While this may let them escape boring sequences of gameplay, if they are allowed to also create these Mules they are provided with a possibility of being inventive and creative.
Contents
Examples
The first possibilities to creates Mules appeared in Multiuser Dungeons. While DragonMud provided a limited way to add more content, Kingdoms made a programming language similar to C available to trusted players. The commercial massively multiplayer game Ultima Online provided similar but more restricted functionality through macros[1]. This was followed in World of Warcraft, which provides players with a set of functions that can be used for writing scripts. These scripts can vary from being practical macros that reduce the amount of excise but can also be more complex scrips capable of interacting with the environment.[2].
Although not created by the players themselves, the bots that can take over their role in the Left 4 Dead series can be seen as a form of Mules. This since they can let players take pauses during less important sections of them game.
Using the pattern
Agents Avatars Algorithmic Agents Proxy Players
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A revised version of the pattern Mule that was part of the original collection in the book Patterns in Game Design[3].
References
- ↑ Entry about creating macros on the UOGuide site.
- ↑ Entry describing the World of Warcraft API on the WoWWiki.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgments
Karl-Petter Åkesson