Difference between revisions of "Persistent Game Worlds"

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One typical requirement of [[Persistent Game Worlds]] is to keep track of [[Characters]] and [[Game Elements]], but not all [[Game Elements]] need to be persistent (e.g. [[Power-Ups]]). For [[Tick-Based Games]] this means updating them whether or not players interact with the game system between ticks. This may include activating [[Resource Generators]] and [[Spawning Points]] but this may require other functions to avoid creating to many instances or to [[Encouraged Return Visits|Encourage Return Visits]] more frequently.
 
One typical requirement of [[Persistent Game Worlds]] is to keep track of [[Characters]] and [[Game Elements]], but not all [[Game Elements]] need to be persistent (e.g. [[Power-Ups]]). For [[Tick-Based Games]] this means updating them whether or not players interact with the game system between ticks. This may include activating [[Resource Generators]] and [[Spawning Points]] but this may require other functions to avoid creating to many instances or to [[Encouraged Return Visits|Encourage Return Visits]] more frequently.
  
Existing independently of players' play sessions is rather pointless if players need to synchronize when they should all interact with the [[Persistent Game Worlds]]. For this reason, use of the pattern implies  supporting [[Late Arriving Players]] and [[Drop-In/Drop-Out]] gameplay and making an [[[[Asynchronous Games|Asynchronous Game]]. While these may lessen the feeling of having to play the game, [[Construction]] and other forms of [[Creative Control]] (up to making the worlds [[Player Constructed Worlds]]) can increase the wish to play them since the creations continue to exist after the players' play sessions end.
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Existing independently of players' play sessions is rather pointless if players need to synchronize when they should all interact with the [[Persistent Game Worlds]]. For this reason, use of the pattern implies  supporting [[Late Arriving Players]] and [[Drop-In/Drop-Out]] gameplay and making an [[Asynchronous Games|Asynchronous Game]]. While these may lessen the feeling of having to play the game, [[Construction]] and other forms of [[Creative Control]] (up to making the worlds [[Player Constructed Worlds]]) can increase the wish to play them since the creations continue to exist after the players' play sessions end.
  
 
[[Private Game Spaces]]
 
[[Private Game Spaces]]

Revision as of 14:24, 17 January 2011

Game worlds that exist independently of players' game and play sessions.

Through having people or servers dedicated to them, some games can have game worlds that are always available for players to enter them. This means that these Persistent Game Worlds exist independently from players' game and play sessions. This does not necessarily mean that everything that happens in them affect its future, parts of the entirety of them can be reset but this does not change that they are available continuously (with the exception for temporary server restarts).

Examples

Each Tabletop Roleplaying Game (e.g. Call of Cthulhu and Hârnmaster) spawn many different Persistent Game Worlds as game masters start campaigns. These game world can easily survive changes in player composition and even changes in whom does that game mastering.

MUDs (e.g. Kingdoms and DragonMud) and Massively Multiplayer Online Games (e.g. Ultima Online, World of Warcraft, and Entropia Universe) have complex and dynamic Persistent Game Worlds where players' game sessions with a single character can last for years. Mindcraft servers supporting several players can be created with similar properties. Similarly, Massively Single-Player Online Games such as FarmVille continue updating for all players regardless of which players are playing. The life time of game instances for these kinds of games are mainly determined by how popular or commercially successful the games are, and these Persistent Game Worlds can even survive software generations.

Alternate Reality Games such as Prosopopeia and Conspiracy for Good hide in the real world and thus makes it part of them. This of course means that these parts continue to exist independent of game and play sessions.

Using the pattern

Persistent Game Worlds are basically Game Worlds that have Dedicated Game Facilitators maintaining them so they are available when players wish to enter them. This is most easily done by computer programs but human Game Masters can also provide this service, although the accessibility may be more restricted, The latter is the norm in tabletop Roleplaying games such as Call of Cthulhu and Hârnmaster although players often help with some of the task involved. Persistent Game Worlds make most sense for Multiplayer Games, especially Massively Multiplayer ones, but are also needed for Massively Single-Player Online Games that are Tick-Based or support Visits.

One typical requirement of Persistent Game Worlds is to keep track of Characters and Game Elements, but not all Game Elements need to be persistent (e.g. Power-Ups). For Tick-Based Games this means updating them whether or not players interact with the game system between ticks. This may include activating Resource Generators and Spawning Points but this may require other functions to avoid creating to many instances or to Encourage Return Visits more frequently.

Existing independently of players' play sessions is rather pointless if players need to synchronize when they should all interact with the Persistent Game Worlds. For this reason, use of the pattern implies supporting Late Arriving Players and Drop-In/Drop-Out gameplay and making an Asynchronous Game. While these may lessen the feeling of having to play the game, Construction and other forms of Creative Control (up to making the worlds Player Constructed Worlds) can increase the wish to play them since the creations continue to exist after the players' play sessions end.

Private Game Spaces Freedom of Choice

Extra-Game Consequences Internal Rivalry Evolving Rule Sets



The persistent nature of game elements that are shared by many players makes it almost impossible to have Reversability within players' game and play sessions, which usually do not even overlap, making the game an


.


These games offer players the possibility to enter another world, and when these shared fantasies are constructed with care the Emotional Immersion and commitment from the players can be significant. Tabletop roleplaying games create these shared fantasies through Storytelling by the players and the Game Masters. The games usually have loose Narrative Structures with no definite ends, making the tales told by the players and to the players Never Ending Stories. This kind of Storytelling is usually based on the players doing Roleplaying with their Characters. As much of the Storytelling does not have an immediate effect on the state of the Game Worlds, these worlds typically generate significant Extra-Game Actions and Extra-Game Consequences.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Persistent Game Worlds can encourage players to view Character Development, and especially Player-Planned Character Development, as Investments having a Value of Effort that they feel Ownership of, this since these can be developed over a long period of time and there is no predetermined point in time when they will stop being valuable. Examples of these kinds of attachments are common in games such as Ultima Online or World of Warcraft that have strong foci on Characters, but do often spill over to Factions or what is created through Construction (examples of that latter can be found in FarmVille and multiplayer servers for Mindcraft). In general, these effects are strengthen the more Creative Control players are given up to the level where the worlds are Player Constructed Worlds.

Relations

Can Instantiate

with Character Development or Player-Planned Character Development

Investments, Value of Effort

Can Modulate

Characters, Character Development, Factions, Game Elements, Game Worlds, Massively Multiplayer Online Games, Multiplayer Games, Player-Planned Character Development, Resource Generators, Roleplaying, Spawning Points, Tick-Based Games

Massively Single-Player Online Games that are also Tick-Based Games or support Visits

Can Be Instantiated By

Dedicated Game Facilitators, Game Masters

Can Be Modulated By

Creative Control, Drop-In/Drop-Out, Late Arriving Players, Player Constructed Worlds

Possible Closure Effects

Potentially Conflicting With

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History

An updated version of the pattern Persistent Game Worlds that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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