Difference between revisions of "Extra-Game Consequences"
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[[Category:Needs references]] | [[Category:Needs references]] | ||
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− | ''Consequences outside game | + | ''Consequences outside game states that are due to actions or events within those game states.'' |
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 so that effects of playing games should be trivial or at least less serious than performing an action which a game simulates (sometimes called in the ''magic circle''<ref name="GameDefSalen&Zimmerman"/>). | 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 so that effects of playing games should be trivial or at least less serious than performing an action which a game simulates (sometimes called in the ''magic circle''<ref name="GameDefSalen&Zimmerman"/>). | ||
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All [[Meta Games]] instantiate [[Extra-Game Consequences]] in the games they build upon since they convey [[Trans-Game Information]] and thereby provide the basis for other games. Related, the inclusion of [[Extra-Game Actions]] in a game design (which players may force through [[Betting]] as mentioned above) automatically add [[Extra-Game Consequences]]. | All [[Meta Games]] instantiate [[Extra-Game Consequences]] in the games they build upon since they convey [[Trans-Game Information]] and thereby provide the basis for other games. Related, the inclusion of [[Extra-Game Actions]] in a game design (which players may force through [[Betting]] as mentioned above) automatically add [[Extra-Game Consequences]]. | ||
− | Enablers: Inherent Sociability, | + | Enablers: Inherent Sociability, , Purchasable Game Advantages; Consequences: Static Relations, Social Status |
− | [[ | + | The unfolding of [[Narration Structures]] is often done without changing the game state, e.g. through [[Cut Scenes]]. By doing so, they are [[Extra-Game Consequences]] that provides an additional experience even though they may provide players with information that is needed for, or helps, future gameplay. When [[Roleplaying]] is done through enactment beyond simply stating how one interacts with the system, this also results in [[Extra-Game Consequences]] and does [[Storytelling]] done in this fashion. |
− | The | + | The possibility of [[Altruistic Actions]] (as for example buy the ''sweet seeds'' in [[FarmVille]]) adds the experience of being philanthropic. |
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Achievements]], | [[Achievements]], | ||
+ | [[Altruistic Actions]], | ||
[[Betting]], | [[Betting]], | ||
+ | [[Cut Scenes]], | ||
[[Extra-Game Actions]], | [[Extra-Game Actions]], | ||
[[Game-Induced Player Social Status]], | [[Game-Induced Player Social Status]], | ||
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[[Illusionary Rewards]], | [[Illusionary Rewards]], | ||
[[Meta Games]], | [[Meta Games]], | ||
+ | [[Narration Structures]], | ||
[[Persistent Game Worlds]], | [[Persistent Game Worlds]], | ||
[[Player Defined Goals]], | [[Player Defined Goals]], | ||
+ | [[Roleplaying]], | ||
+ | [[Storytelling]], | ||
[[Tournaments]] | [[Tournaments]] | ||
Revision as of 17:15, 16 January 2011
Consequences outside game states that are due to actions or events within those game states.
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 so that effects of playing games should be trivial or at least less serious than performing an action which a game simulates (sometimes called in the magic circle[1]).
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 translate the results of a game into real-world rewards or penalties, provide the basis for other games, or simply give players additional experiences.
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. This may introduce a conversion rate between Game Elements or Scores and real world money which links Investments in the game with real world Investments. All types of this kind of Betting make the related goals into Committed Goals. 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, and may also be Committed Goals if players need to make Investments in the form of entry fees. 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.
The time and effort players put into a game may be Investments that can start to have Extra-Game Consequences simply because other players may not want or be able to spend that time and effort. Games with Persistent Game Worlds often display this effect, and as a consequence players may start to trade with each other using real world currency. What is traded depends on other gameplay structures: it may be rare Tools, areas of Game Worlds that are Resource Generators, or Characters which have had extensive Character Development.
Illusionary Rewards are by definition outside the game system and thus examples Extra-Game Consequences. Player Defined Goals are typically overlapping with Illusionary Rewards and thereby the Rewards or Penalties associated with them are also Extra-Game Consequences.
All Meta Games instantiate Extra-Game Consequences in the games they build upon since they convey Trans-Game Information and thereby provide the basis for other games. Related, the inclusion of Extra-Game Actions in a game design (which players may force through Betting as mentioned above) automatically add Extra-Game Consequences.
Enablers: Inherent Sociability, , Purchasable Game Advantages; Consequences: Static Relations, Social Status
The unfolding of Narration Structures is often done without changing the game state, e.g. through Cut Scenes. By doing so, they are Extra-Game Consequences that provides an additional experience even though they may provide players with information that is needed for, or helps, future gameplay. When Roleplaying is done through enactment beyond simply stating how one interacts with the system, this also results in Extra-Game Consequences and does Storytelling done in this fashion.
The possibility of Altruistic Actions (as for example buy the sweet seeds in FarmVille) adds the experience of being philanthropic.
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
with Betting
Can Modulate
Game Elements, Investments, Penalties, Quick Games, Rewards, Scores
Can Be Instantiated By
Achievements, Altruistic Actions, Betting, Cut Scenes, Extra-Game Actions, Game-Induced Player Social Status, High Score Lists, Illusionary Rewards, Meta Games, Narration Structures, Persistent Game Worlds, Player Defined Goals, Roleplaying, Storytelling, 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
- ↑ Salen, K & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press. ISBN 0262240459
- ↑ News article Zynga donates $487,500 to Haiti's children at Vator.tv.
- ↑ News article World of Warcraft Players Need Not Apply at nytimes.com.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.