Difference between revisions of "Extra-Game Consequences"

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''Consequences outside game systems that are due to actions or state within those game systems.''
 
''Consequences outside game systems that are due to actions or state within those game systems.''
  
Games can be designed so that what happens in the game also affects something outside the game system. This means that the various gameplay events taking place can have [[Extra-Game Consequences]], both negative and positive. Besides those consequences that are intentionally put into the games by the designers, the skills and knowledge player learn can be seen as [[Extra-Game Consequences]] although how easily transferable these are to other activities (including other games) is debated.  
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Games can be designed so that what happens in the game also affects something outside the game system. This means that the various gameplay events taking place can have [[Extra-Game Consequences]], both negative and positive. Besides those consequences that are intentionally put into the games by the designers, the skills and knowledge player learn can be seen as [[Extra-Game Consequences]] although how easily transferable these are to other activities (including other games) is debated. The use of designed [[Extra-Game Consequences]] stretches the common perception that games should be separate from the real world in a ''magic circle''<ref name="GameDefSalen&Zimmerman"/> so that effects of playing games should be trivial or at least less serious than performing an action which a game simulates.  
  
 
=== Examples ===
 
=== Examples ===
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However, games with Persistent Game Worlds allow players to create value within the game that can be traded in the real world: this value can be created by acquiring Tools, successfully conducting Character Development, or creating game element in games where players have Creative Control.
 
However, games with Persistent Game Worlds allow players to create value within the game that can be traded in the real world: this value can be created by acquiring Tools, successfully conducting Character Development, or creating game element in games where players have Creative Control.
  
The use of designed Extra-Game Consequences stretch the perception that the real-world effects of playing games should be trivial or at least less serious than performing an action which a game simulates. Extra-Game Consequences are the effect of Extra-Game Actions and when they affect other games they do so through Trans-Game Information including affecting the outcome of Meta Games. The unfolding of the Narrative Structure is, besides explicit changes in the game state and information passed to players about how to play the game, also Extra-Game Consequences since the game state is not affected.
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The inclusion of [[Extra-Game Actions]] in a game design (which players may force through [[Betting]] as mentioned above) automatically add [[Extra-Game Consequences]].
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The unfolding of the Narrative Structure is, besides explicit changes in the game state and information passed to players about how to play the game, also Extra-Game Consequences since the game state is not affected.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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[[Achievements]],  
 
[[Achievements]],  
 
[[Betting]],  
 
[[Betting]],  
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[[Extra-Game Actions]],
 
[[Game-Induced Player Social Status]],  
 
[[Game-Induced Player Social Status]],  
 
[[High Score Lists]],  
 
[[High Score Lists]],  
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<ref name="vator.tv">News article ''[http://vator.tv/news/2009-10-20-zyngas-donates-487500-to-haitis-children Zynga donates $487,500 to Haiti's children]'' at Vator.tv.</ref>
 
<ref name="vator.tv">News article ''[http://vator.tv/news/2009-10-20-zyngas-donates-487500-to-haitis-children Zynga donates $487,500 to Haiti's children]'' at Vator.tv.</ref>
 
<ref name="nytimes">News article ''[http://bits.blogs.nytimes.com/2008/12/23/world-of-warcraft-players-need-not-apply/ World of Warcraft Players Need Not Apply]'' at nytimes.com.</ref>
 
<ref name="nytimes">News article ''[http://bits.blogs.nytimes.com/2008/12/23/world-of-warcraft-players-need-not-apply/ World of Warcraft Players Need Not Apply]'' at nytimes.com.</ref>
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<ref name="GameDefSalen&Zimmerman">Salen, K & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press. ISBN 0262240459</ref>
 
</references>
 
</references>

Revision as of 16:43, 16 January 2011

Consequences outside game systems that are due to actions or state within those game systems.

Games can be designed so that what happens in the game also affects something outside the game system. This means that the various gameplay events taking place can have Extra-Game Consequences, both negative and positive. Besides those consequences that are intentionally put into the games by the designers, the skills and knowledge player learn can be seen as Extra-Game Consequences although how easily transferable these are to other activities (including other games) is debated. The use of designed Extra-Game Consequences stretches the common perception that games should be separate from the real world in a magic circle[1] so that effects of playing games should be trivial or at least less serious than performing an action which a game simulates.

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.

Although not confirmed, the now discontinued Facebook game (Lil) Green Patch offered players to raise money to save rain forests by playing the game. 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.[2]

Games with persistent game worlds such as World of Warcraft and Ultima Online require players to work to improve their characters or gain rare items. This effort put into the gameplay adds value to the characters or items and real world markets for trading these exists, regardless of the game developers intentions. This is especially evident in Entropia Universe since the game currency has a fixed exchange rate to the US dollar.

Tournaments of any type of game often have a price consisting of money or valuable items. Winning these are of course a type of Extra-Game Consequences.

If the skills and knowledge developed when playing games are transferable to other fields have been argued for a long time. Go and Chess have been popular among nobility and military as ways of bringing awareness to tactical and strategical aspects of warfare. Besides these, it is not controversial to claim that games with historical settings such as the Civilization, the Europa Universalis, and the Hearts of Iron series can make players aware of geographical, cultural, and technological facts although these may be presented ahistorically or greatly simplified to academic models. Likewise, Live Action Roleplaying Games may require players to learn crafts to prepare and maintain props, both before and during gameplay. An example of a debate subject in the early 21 century is if the experience of being guild leaders in MMOGs such as Ultima Online and World of Warcraft are beneficial to mention in curriculum vitae[3].

Using the pattern

Not all effects based on actions or events connected to games need to affect the game state of the game itself. They can instead simply give players additional experiences, provide the basis for other games, or translate the results of a game into real-world rewards or penalties.

All Meta Games do in fact instantiate Extra-Game Consequences in the games the build upon since they convey Trans-Game Information and thereby provide the basis for other games.

Rewards and Penalties of Extra-Game Consequences are those that do not affect the game state although they are often linked to corresponding Rewards and Penalties in game games. Betting is a way to easily add Extra-Game Consequences in the form of real-world Rewards or Penalties, and is most often applied to Quick Games. Prices for winning Tournaments or placing oneself sufficiently high is another way of adding Extra-Game Consequences through Rewards besides the Meta Games they create. While Betting (and Tournaments) 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. Another type of Rewards and Penalties possible are those connect to Game-Induced Player Social Status, e.g. receiving Achievements or gaining or losing ranks in High Score Lists.

, e.g. through having a conversion between Game Elements or Scores and real world money (which links Investments in the game with real world Investments), or by affecting players' Social Status. This makes the pursuit of goals that include any actions with Extra-Game Consequences into Committed Goals and a form of Investment of players' time and effort. Besides these, the most common of these types of Rewards are simply winning the game or Illusionary Rewards. Player Defined Goals that are not controlled by game rules provide Rewards and Penalties that either can be completely personal or part of defining a Meta Game.


Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status

Drops

However, games with Persistent Game Worlds allow players to create value within the game that can be traded in the real world: this value can be created by acquiring Tools, successfully conducting Character Development, or creating game element in games where players have Creative Control.

The inclusion of Extra-Game Actions in a game design (which players may force through Betting as mentioned above) automatically add Extra-Game Consequences.

The unfolding of the Narrative Structure is, besides explicit changes in the game state and information passed to players about how to play the game, also Extra-Game Consequences since the game state is not affected.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

When the Extra-Game Consequences are that information is passed to a Meta Game, this is the transfer of Trans-Game Information.

Relations

Can Instantiate

Trans-Game Information

Can Modulate

Penalties, Quick Games, Rewards

Can Be Instantiated By

Achievements, Betting, Extra-Game Actions, Game-Induced Player Social Status, High Score Lists, Meta Games, Tournaments

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[4].

References

  1. Salen, K & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press. ISBN 0262240459
  2. News article Zynga donates $487,500 to Haiti's children at Vator.tv.
  3. News article World of Warcraft Players Need Not Apply at nytimes.com.
  4. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.