Difference between revisions of "Non-Player Help"
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Contestants in [[Who Wants to Be a Millionaire?]] have several ''lifelines'' to help them during the game, one such is ''Phone-A-Friend'' which allows a non-player to suggest an answer. | Contestants in [[Who Wants to Be a Millionaire?]] have several ''lifelines'' to help them during the game, one such is ''Phone-A-Friend'' which allows a non-player to suggest an answer. | ||
− | Alternate | + | People meeting those participating in a [[Scavenger hunt]] game can help by giving items to them. Related, Alternate Reality games<ref name="arg"/> such as [[Prosopopeia]] can put players in situations where they interact with other people without being sure if they are performing roles in the games or are simply random people caught up in the gameplay. Although difficult to know in advance, the interaction they provide can be interesting experience, red herrings, or [[Non-Player Help]]. |
== Using the pattern == | == Using the pattern == | ||
Line 67: | Line 67: | ||
== Acknowledgements == | == Acknowledgements == | ||
− | + | Erik Fagerholt, Martin Hjulström, Sus Lundgren |
Revision as of 12:50, 27 January 2011
The designed possibility for people not playing the game to help players.
Some games allow people not playing the game to provide information or perform actions that can support players pursuits in them. When this is intentional planned for by the game design, this Non-Player Help can provide unexpected support and open up for social interaction beyond that contained in the gameplay itself.
Contents
Examples
Contestants in Who Wants to Be a Millionaire? have several lifelines to help them during the game, one such is Phone-A-Friend which allows a non-player to suggest an answer.
People meeting those participating in a Scavenger hunt game can help by giving items to them. Related, Alternate Reality games[1] such as Prosopopeia can put players in situations where they interact with other people without being sure if they are performing roles in the games or are simply random people caught up in the gameplay. Although difficult to know in advance, the interaction they provide can be interesting experience, red herrings, or Non-Player Help.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
Erik Fagerholt, Martin Hjulström, Sus Lundgren