Difference between revisions of "Self-Facilitated Games"
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=== Examples === | === Examples === | ||
− | Tradition board games such as [[Chess]] and [[Go]], as well as newer ones such as [[Cluedo]] and [[RoboRally]], require the players themselves to set up and move game pieces and, if they wish to break gameplay into several different play sessions, store the game state safely. The same goes for card games such as [[Illuminati]] and [[Magic: The Gathering]]. Children's games such as [[Catch]] are the same, except they also require the players to judge if players have been caught or not. | + | Tradition board games such as [[Chess]] and [[Go]], as well as newer ones such as [[Cluedo]], [[Monopoly]], and [[RoboRally]], require the players themselves to set up and move game pieces and, if they wish to break gameplay into several different play sessions, store the game state safely. The same goes for card games such as [[Illuminati]] and [[Magic: The Gathering]]. Children's games such as [[Catch]] are the same, except they also require the players to judge if players have been caught or not. Even if the board game [[Space Alert]] uses an audio track to further gameplay during its first phase, it can be said to be a [[Self-Facilitated Games|Self-Facilitated Game]] during its second and final phase since players then have to resolve the gameplay outcome. |
Tabletop roleplaying games such as [[Call of Cthulhu]], [[Paranoia]], and [[Warhammer Fantasy Roleplay]] do have game masters that take care of responsibility of knowing the game rules and handling most of their inhabitants of the game world. However, players have to do some work as well and the role of game master often rotates, so these games can be considered [[Self-Facilitated Games]]. | Tabletop roleplaying games such as [[Call of Cthulhu]], [[Paranoia]], and [[Warhammer Fantasy Roleplay]] do have game masters that take care of responsibility of knowing the game rules and handling most of their inhabitants of the game world. However, players have to do some work as well and the role of game master often rotates, so these games can be considered [[Self-Facilitated Games]]. | ||
− | Early multiplayer online games such as [[Kingdoms]] and [[DragonMud]] were setup and maintained by their own players. While only experienced and trusted players (called ''wizards'') were allowed to actually change the code controlling the games, this still makes these games [[Self-Facilitated Games]]. | + | Early multiplayer online games such as [[Kingdoms]] and [[DragonMud]] were setup and maintained by their own players. While only experienced and trusted players (called ''wizards'') were allowed to actually change the code controlling the games, this still makes these games [[Self-Facilitated Games]]. The development of game rules by the players as they play is the main feature of some board and card games, e.g. [[Nomic]] and [[Bartok]]. |
== Using the pattern == | == Using the pattern == | ||
[[Self-Facilitated Games]] requires the will of the players to uphold the game state and the game rules, the latter which can be seen as requiring [[Strategic Knowledge]]. The [[Memorizing]] this demands can be made easier in a number of ways: the rules of the game can be made as explicit and deterministic so that any player can perform them while the others watch; [[Turn Taking]] in [[Turn-Based Games]] can be used so that only one player at a time performs actions and the others can check the correctness of the actions; and [[Book-Keeping Tokens]] can be used to minimize the amount of the game state that has to be remembered by all players. | [[Self-Facilitated Games]] requires the will of the players to uphold the game state and the game rules, the latter which can be seen as requiring [[Strategic Knowledge]]. The [[Memorizing]] this demands can be made easier in a number of ways: the rules of the game can be made as explicit and deterministic so that any player can perform them while the others watch; [[Turn Taking]] in [[Turn-Based Games]] can be used so that only one player at a time performs actions and the others can check the correctness of the actions; and [[Book-Keeping Tokens]] can be used to minimize the amount of the game state that has to be remembered by all players. | ||
+ | |||
+ | Players do not have to do all work involved in facilitating [[Self-Facilitated Games]]. Computer systems may support or even handle the main update routines (as for MUDs such as [[Kingdoms]] or [[DragonMud]]) but as long as at least some players have [[Privileged Abilities]] to modify the game state or change it through [[Evolving Rule Sets]] the games can be considered [[Self-Facilitated Games]]. Other types of [[Privileged Abilities]] are possible, e.g. handling the bank's money in [[Monopoly]] or being temporary judges. [[Game Masters]] of [[Roleplaying]] games such as [[Dungeons & Dragons]] or [[Paranoia]] are [[Dedicated Game Facilitators]] where the facilitators can still be perceived as players with [[Privileged Abilities]] since some of their activities are similar to those of players, e.g. controlling [[Non-Player Characters]] as players control [[Player Characters]]. By doing this, and have the same freedom to introduce, modify, or ignore rules that players of purely [[Self-Facilitated Games]] have, the use of human [[Game Masters]] show how in this special case [[Self-Facilitated Games]] and [[Dedicated Game Facilitators]] can be combined. The [[Privileged Abilities]] some people of [[Self-Facilitated Games]] have, as well as the [[Investments]] they do to run [[Self-Facilitated Games]], can give them [[Game-Induced Player Social Status]]. | ||
[[Real-Time Games]] | [[Real-Time Games]] | ||
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[[Time Limits]] | [[Time Limits]] | ||
[[Randomness]] | [[Randomness]] | ||
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[[Agents]] | [[Agents]] | ||
[[Units]] | [[Units]] | ||
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[[AI Players]] | [[AI Players]] | ||
[[Freedom of Choice]] | [[Freedom of Choice]] | ||
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− | + | ||
+ | |||
Practically any game can be the basis for a Meta Game based on Betting which is facilitated by the players themselves. | Practically any game can be the basis for a Meta Game based on Betting which is facilitated by the players themselves. | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | Providing [[Effect Descriptions]] and [[Storytelling]] for [[Self-Facilitated Games]] naturally falls on the players (and [[Game Masters]] if present). This can be a mixed blessing: although | ||
+ | |||
− | |||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Self-Facilitated Games]], especially if they have human [[Game Masters]], can easily support [[Never Ending Stories]] since they have people available to change expand the [[Narration Structures]] as gameplay progresses. | ||
== Consequences == | == Consequences == | ||
− | It is unavoidable that [[Self-Facilitated Games]] give players some [[Excise]]. However, it also allows them to have [[Player Decided Rule Setup]] and [[Evolving Rule Sets]] (especially those with human [[Game Masters]]). | + | It is unavoidable that [[Self-Facilitated Games]] give players some [[Excise]]. However, it also allows them to have [[Player Decided Rule Setup]] and [[Evolving Rule Sets]] (especially those with human [[Game Masters]]). The possibility to modify rules, and especially the game state, makes it possible to improvise so that [[Late Arriving Players]] or even [[Drop-In/Drop-Out]] can work, at least for those focused not heavily focus on [[PvP]] or [[Competition]] (it is least problematic for [[Unwinnable Games]] or those with [[Never Ending Stories]] which typically include [[Roleplaying]] games). |
[[Self-Facilitated Games]] do not make use of [[Dedicated Game Masters]] with the exception of when one considered human [[Game Masters]] as part of the people playing the game. | [[Self-Facilitated Games]] do not make use of [[Dedicated Game Masters]] with the exception of when one considered human [[Game Masters]] as part of the people playing the game. | ||
== Relations == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Drop-In/Drop-Out]] | ||
[[Evolving Rule Sets]] | [[Evolving Rule Sets]] | ||
[[Excise]] | [[Excise]] | ||
− | [[Player Decided Rule Setup]] | + | [[Game-Induced Player Social Status]] |
+ | [[Investments]] | ||
+ | [[Never Ending Stories]] | ||
+ | |||
+ | ==== with [[Unwinnable Games]] or [[Never Ending Stories]] ==== | ||
+ | [[Late Arriving Players]], [[Player Decided Rule Setup]] | ||
==== with ... ==== | ==== with ... ==== | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Game Masters]] | [[Game Masters]] | ||
+ | [[Privileged Abilities]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 17:23, 6 January 2011
Games that require that the people involved in the gameplay ensure that the rules are being followed and require that these people perform any necessary book-keeping actions.
All games require effort to setup and update the game state. When there are no other people, or machines, dedicated to this the players themselves need to perform this work. These types of games are Self-Facilitated Games, are requires that at least one of the players learns the rules before or during gameplay. Even if Self-Facilitated Games force players to work, they also allow the players to modify or ignore rules at their discretion.
Examples
Tradition board games such as Chess and Go, as well as newer ones such as Cluedo, Monopoly, and RoboRally, require the players themselves to set up and move game pieces and, if they wish to break gameplay into several different play sessions, store the game state safely. The same goes for card games such as Illuminati and Magic: The Gathering. Children's games such as Catch are the same, except they also require the players to judge if players have been caught or not. Even if the board game Space Alert uses an audio track to further gameplay during its first phase, it can be said to be a Self-Facilitated Game during its second and final phase since players then have to resolve the gameplay outcome.
Tabletop roleplaying games such as Call of Cthulhu, Paranoia, and Warhammer Fantasy Roleplay do have game masters that take care of responsibility of knowing the game rules and handling most of their inhabitants of the game world. However, players have to do some work as well and the role of game master often rotates, so these games can be considered Self-Facilitated Games.
Early multiplayer online games such as Kingdoms and DragonMud were setup and maintained by their own players. While only experienced and trusted players (called wizards) were allowed to actually change the code controlling the games, this still makes these games Self-Facilitated Games. The development of game rules by the players as they play is the main feature of some board and card games, e.g. Nomic and Bartok.
Using the pattern
Self-Facilitated Games requires the will of the players to uphold the game state and the game rules, the latter which can be seen as requiring Strategic Knowledge. The Memorizing this demands can be made easier in a number of ways: the rules of the game can be made as explicit and deterministic so that any player can perform them while the others watch; Turn Taking in Turn-Based Games can be used so that only one player at a time performs actions and the others can check the correctness of the actions; and Book-Keeping Tokens can be used to minimize the amount of the game state that has to be remembered by all players.
Players do not have to do all work involved in facilitating Self-Facilitated Games. Computer systems may support or even handle the main update routines (as for MUDs such as Kingdoms or DragonMud) but as long as at least some players have Privileged Abilities to modify the game state or change it through Evolving Rule Sets the games can be considered Self-Facilitated Games. Other types of Privileged Abilities are possible, e.g. handling the bank's money in Monopoly or being temporary judges. Game Masters of Roleplaying games such as Dungeons & Dragons or Paranoia are Dedicated Game Facilitators where the facilitators can still be perceived as players with Privileged Abilities since some of their activities are similar to those of players, e.g. controlling Non-Player Characters as players control Player Characters. By doing this, and have the same freedom to introduce, modify, or ignore rules that players of purely Self-Facilitated Games have, the use of human Game Masters show how in this special case Self-Facilitated Games and Dedicated Game Facilitators can be combined. The Privileged Abilities some people of Self-Facilitated Games have, as well as the Investments they do to run Self-Facilitated Games, can give them Game-Induced Player Social Status.
Real-Time Games Drop-In/Drop-Out Time Limits Randomness Agents Units Turn-Based Games Turn Taking AI Players Freedom of Choice
Practically any game can be the basis for a Meta Game based on Betting which is facilitated by the players themselves.
Self-Facilitated Games allow players to set up game sessions independently from outer factors through Extra-Game Actions as long as the required game elements exist. Although stories and Storytelling can emerge from Self-Facilitated Games, for example the story-telling game Once Upon a Time, these games have difficulties having pre-created Narrative Structures that have Tension or Surprises due to problems of timing. This does not have to be a problem for Emotional Immersion though, the creation of Narrative Structures through Storytelling in Player Constructed Worlds are often an important reason for wanting to participate in these games.
Ultra-Powerful Events are difficult to enforce as players may replace any results with Player Decided Results, potentially creating Player Balance but just as likely causing arguments. Likewise, Time Limits are harder to enforce and especially events based upon The Show Must Go On.
Since the players need to interpret the rules together through Negotiation, rule arguments are likely in Self-Facilitated Games. For this reason, many games that are self-facilitated normally have judges in Tournaments of the game or when Betting is involved. Sports are examples of Real-Time Games and Synchronous Games that are Self-Facilitated Games where judges are especially common since rule interpretation depends on physical actions in the real world. However, players can also change the rules in Self-Facilitated Games through Negotiation, giving the Empowerment to enforce Player Balance through Handicaps. Another way players can be given Handicaps in Self-Facilitated Games is due to the players' ability to revert the game to a previous game state, in effect enforcing Replayability.
Diegetic Aspects
Providing Effect Descriptions and Storytelling for Self-Facilitated Games naturally falls on the players (and Game Masters if present). This can be a mixed blessing: although
Narrative Aspects
Self-Facilitated Games, especially if they have human Game Masters, can easily support Never Ending Stories since they have people available to change expand the Narration Structures as gameplay progresses.
Consequences
It is unavoidable that Self-Facilitated Games give players some Excise. However, it also allows them to have Player Decided Rule Setup and Evolving Rule Sets (especially those with human Game Masters). The possibility to modify rules, and especially the game state, makes it possible to improvise so that Late Arriving Players or even Drop-In/Drop-Out can work, at least for those focused not heavily focus on PvP or Competition (it is least problematic for Unwinnable Games or those with Never Ending Stories which typically include Roleplaying games).
Self-Facilitated Games do not make use of Dedicated Game Masters with the exception of when one considered human Game Masters as part of the people playing the game.
Relations
Can Instantiate
Drop-In/Drop-Out Evolving Rule Sets Excise Game-Induced Player Social Status Investments Never Ending Stories
with Unwinnable Games or Never Ending Stories
Late Arriving Players, Player Decided Rule Setup
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Game Masters Privileged Abilities
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Self-Facilitated Games 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.