Difference between revisions of "Extra-Game Consequences"
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Lil’ Green Patch | Lil’ Green Patch | ||
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+ | [[Extra-Game Consequences]] can be added into games after they have been released. One example of this can be found in [[FarmVille]], where the developers after the earthquake in Haiti 2009 made it possible to buy the in-game items 'sweet seeds' for real money, and half the profit from these were given to charities.<ref name="vator.tv"/> | ||
‘sugar beets’ in Farmville | ‘sugar beets’ in Farmville | ||
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<references> | <references> | ||
<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> | ||
+ | <ref name="vator.tv">News [http://vator.tv/news/2009-10-20-zyngas-donates-487500-to-haitis-children article] at Vator.tv regarding | ||
+ | </ref> | ||
</references> | </references> |
Revision as of 14:21, 16 January 2011
That some actions within a game has pre-defined effects outside the game system.
This pattern is a still a stub.
Contents
Examples
Gambling Games such as Craps, Poker, and Roulette all contain rules regarding bets. Although the bets may be about trivial or illusionary resources, it is typically not considered that one is playing the games properly unless the added tension of being able to win or loss money is present.
Lil’ Green Patch
Sweet Seeds
Extra-Game Consequences can be added into games after they have been released. One example of this can be found in FarmVille, where the developers after the earthquake in Haiti 2009 made it possible to buy the in-game items 'sweet seeds' for real money, and half the profit from these were given to charities.[1]
‘sugar beets’ in Farmville
Using the pattern
Betting is a way to easily add Extra-Game Consequences to any game. While this can be enforced by Dedicated Game Facilitators (e.g. casinos), it can for be very difficult for game designers of Self-Facilitated Games to hinder players from adding this if they wish.
That some actions within a game has pre-defined effects outside the game system; Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status)
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
An updated version of the pattern Extra-Game Consequences that was part of the original collection in the book Patterns in Game Design[2].