Difference between revisions of "Betrayal"
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There are several ways to increase the sense of [[Betrayal]]. A first is to make the [[Betrayal]] relate to a [[Committed Goals|Committed Goal]] rather than [[Optional Goals|Optional one]]. A second is to place the players in [[Factions]] or [[Mutual Goals]], and then make use of [[Traitors]] (this shows how [[Betrayal]] also can be applied on [[Non-Player Characters]] either as the ones betraying or the ones being betrayed). Creating [[Social Dilemmas]] between group and [[Individual Rewards]] is another way to at least make the choice of [[Betrayal]] emotionally relevant. Less severe cases of [[Betrayal]] can happen in [[Collaborative Actions]] (e.g. attacks in [[Illuminati]] and in situations of [[Delayed Reciprocity]] such as [[Player Decided Distribution of Rewards & Penalties]] (e.g. [[Intrigue]]) or [[Trading]] with [[Delayed Effects]]. The impact of [[Betrayal]] can also be lessened in games which have [[Inherent Mistrust]], something which may be impossible to avoid if the knowledge that [[Traitors]] exist are part of [[Strategic Planning]]. | There are several ways to increase the sense of [[Betrayal]]. A first is to make the [[Betrayal]] relate to a [[Committed Goals|Committed Goal]] rather than [[Optional Goals|Optional one]]. A second is to place the players in [[Factions]] or [[Mutual Goals]], and then make use of [[Traitors]] (this shows how [[Betrayal]] also can be applied on [[Non-Player Characters]] either as the ones betraying or the ones being betrayed). Creating [[Social Dilemmas]] between group and [[Individual Rewards]] is another way to at least make the choice of [[Betrayal]] emotionally relevant. Less severe cases of [[Betrayal]] can happen in [[Collaborative Actions]] (e.g. attacks in [[Illuminati]] and in situations of [[Delayed Reciprocity]] such as [[Player Decided Distribution of Rewards & Penalties]] (e.g. [[Intrigue]]) or [[Trading]] with [[Delayed Effects]]. The impact of [[Betrayal]] can also be lessened in games which have [[Inherent Mistrust]], something which may be impossible to avoid if the knowledge that [[Traitors]] exist are part of [[Strategic Planning]]. | ||
− | When [[Betrayal]] depends on players coming to an voluntary agreement, this is a form of [[Temporary Alliances|Temporary Alliance]] and requires that players can participate in [[Negotiation]] (this is exemplified by the gameplay of [[Diplomacy]]). Those [[Alliances]] that do not require investments, i.e. [[Uncommitted Alliances]], may make it easier to commit [[Betrayal|Betrayals]] but at the same time lessen the impact of them. | + | When [[Betrayal]] depends on players coming to an voluntary agreement, this is a form of [[Temporary Alliances|Temporary Alliance]] and requires that players can participate in [[Negotiation]] (this is exemplified by the gameplay of [[Diplomacy]]). For the type of [[Negotiation]] necessary to be possible, it is required that [[Roleplaying]] or at least [[Bluffing]] is possible, and the concealment of planned [[Betrayal|Betrayals]] is often the basis for much of the enjoyment of the game. Those [[Alliances]] that do not require investments, i.e. [[Uncommitted Alliances]], may make it easier to commit [[Betrayal|Betrayals]] but at the same time lessen the impact of them. |
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An example is where Tied Results can be perceived and Rewards are distributed evenly: in these cases, players may negotiate to have a Tied Result in order to use their Resources and efforts in other parts of the game but have the possibility of Betrayal to gain the whole Reward for themselves. | An example is where Tied Results can be perceived and Rewards are distributed evenly: in these cases, players may negotiate to have a Tied Result in order to use their Resources and efforts in other parts of the game but have the possibility of Betrayal to gain the whole Reward for themselves. | ||
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[[Betrayal]] has to come as a [[Surprises|Surprise]] for those who are betrayed, or it loses much of its emotional impact. This can be achieved, for example, by having [[Delayed Reciprocity]] or [[Delayed Effects]] for [[Collaborative Actions]] (see for example the resolution of crises in [[Battlestar Galactica: The Board Game]]) and, when players are involved, using [[Asymmetric Information]] about their actions. | [[Betrayal]] has to come as a [[Surprises|Surprise]] for those who are betrayed, or it loses much of its emotional impact. This can be achieved, for example, by having [[Delayed Reciprocity]] or [[Delayed Effects]] for [[Collaborative Actions]] (see for example the resolution of crises in [[Battlestar Galactica: The Board Game]]) and, when players are involved, using [[Asymmetric Information]] about their actions. | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Asymmetric Information]], | [[Asymmetric Information]], | ||
+ | [[Bluffing]], | ||
[[Emotional Engrossment]], | [[Emotional Engrossment]], | ||
[[Risk/Reward]], | [[Risk/Reward]], |
Revision as of 12:17, 15 January 2011
The letdown of an explicit or implicit agreement with another agent.
Games can put players can be put in situations where promises to, or the expectations of, other players can be broken. These acts of Betrayal often cause friction between players, and therefore players betraying other players usually have a strong incentive to do so. This may be due to individual gains received by the Betrayal, hidden loyalties, differences in player positions in the game, revenge for previous injustices, or situations where the game forces players to choose which players they will betray.
Contents
Examples
The negotiation game So Long Sucker by John Nash requires players to provide help to other players to achieve captures, with only the promise of future help as collateral.
The board game Diplomacy requires players to enter alliances with other players in the struggle over Europe, but betraying agreements can be the only way to break deadlocks or achieve supremacy. In this game Betrayal is optional, while in the game Intrigue the game mechanics often cause situations where players have committed them to several deals which later turn out to be incompatible and thus forcing players to Betrayal each other. Other board games that rely on volatile alliances include Junta and Illuminati.
The Left 4 Dead series is an example of how players can betray each other due to concerns of individual gains. In these games, players can received achievements for completing campaigns but only those making it to an escape vehicle gets the achievements. Not risking their own safety to try and rescue fallen comrades is very likely to be perceived as a form of Betrayal, given that a typical campaign takes about an hour to play.
The above examples don't cast players explicitly as traitors that will betray the others. This however is done in Battlestar Galactica: The Board Game and Pandemic when using the expansion On the Brink. For these games a minority of the players are traitors, but in the roleplaying game Paranoia all players are traitors but for different reasons and in conflict with each other.
Using the pattern
Betrayal requires that players have some goal whose completion is dependent on other players' actions, even if the commitment may only be a promise and the goals may be Player Defined Goals. There are several ways to increase the sense of Betrayal. A first is to make the Betrayal relate to a Committed Goal rather than Optional one. A second is to place the players in Factions or Mutual Goals, and then make use of Traitors (this shows how Betrayal also can be applied on Non-Player Characters either as the ones betraying or the ones being betrayed). Creating Social Dilemmas between group and Individual Rewards is another way to at least make the choice of Betrayal emotionally relevant. Less severe cases of Betrayal can happen in Collaborative Actions (e.g. attacks in Illuminati and in situations of Delayed Reciprocity such as Player Decided Distribution of Rewards & Penalties (e.g. Intrigue) or Trading with Delayed Effects. The impact of Betrayal can also be lessened in games which have Inherent Mistrust, something which may be impossible to avoid if the knowledge that Traitors exist are part of Strategic Planning.
When Betrayal depends on players coming to an voluntary agreement, this is a form of Temporary Alliance and requires that players can participate in Negotiation (this is exemplified by the gameplay of Diplomacy). For the type of Negotiation necessary to be possible, it is required that Roleplaying or at least Bluffing is possible, and the concealment of planned Betrayals is often the basis for much of the enjoyment of the game. Those Alliances that do not require investments, i.e. Uncommitted Alliances, may make it easier to commit Betrayals but at the same time lessen the impact of them.
An example is where Tied Results can be perceived and Rewards are distributed evenly: in these cases, players may negotiate to have a Tied Result in order to use their Resources and efforts in other parts of the game but have the possibility of Betrayal to gain the whole Reward for themselves.
For players to put themselves in positions where Betrayal of their trust can occur requires them to make Risk/Reward calculations and heavily influences how Negotiation is conducted. The actual action of putting oneself in the position where one can be betrayed is a Leap of Faith and if the Betrayal takes place, it is usually the source for Conflict.
Dedicated Game Facilitators Challenging Gameplay
Betrayal has to come as a Surprise for those who are betrayed, or it loses much of its emotional impact. This can be achieved, for example, by having Delayed Reciprocity or Delayed Effects for Collaborative Actions (see for example the resolution of crises in Battlestar Galactica: The Board Game) and, when players are involved, using Asymmetric Information about their actions.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Betrayal is one of the classic themes that can be used to create interesting situations in Narration Structures and specifically Role Reversal and Surprise events. The interplay of trust and deceit is a way to achieve Emotional Engrossment as Betrayal will almost inevitably create strong emotions in both parties involved.
Consequences
Letting players have the opportunity to betray gives them a form of Player Decided Results and a Risk/Reward choice, maybe requiring Roleplaying if the Betrayal takes some time to setup (as is typically for Traitors). For players that know that they can be betrayed, the presence of the pattern in a game gives Anticipation and Tension to the gameplay and can have a negative effect on Team Play and Cooperation if present to begin with. As is the case with Bluffing, even the perceived possibility of Betrayal can increase Social Interaction between players. In these cases, the heightened Tension is due to the players trying to find out what the other players' true intentions are.
When Betrayal is not built upon a Social Dilemma it often created one instead.
Relations
Can Instantiate
Asymmetric Information, Bluffing, Emotional Engrossment, Risk/Reward, Roleplaying, Role Reversal, Social Interaction, Social Dilemmas, Surprises, Tension
Can Modulate
Anticipation, Collaborative Actions, Factions, Inherent Mistrust, Mutual Goals, Narration Structures, Non-Player Characters, Temporary Alliances, Uncommitted Alliances
Can Be Instantiated By
Delayed Reciprocity, Negotiation Social Dilemmas, Traitors
Delayed Effects together with Collaborative Actions or Trading
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Betrayal 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.
Acknowledgments
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