Difference between revisions of "Altruistic Actions"
Line 28: | Line 28: | ||
One way of creating [[Altruistic Actions]] is to make actions in a game have [[Extra-Game Consequences]] that are altruistic. Taking an opposite approach, [[Non-Player Help]] allow people who are not participating in a game to perform [[Altruistic Actions]] aimed at those playing. | One way of creating [[Altruistic Actions]] is to make actions in a game have [[Extra-Game Consequences]] that are altruistic. Taking an opposite approach, [[Non-Player Help]] allow people who are not participating in a game to perform [[Altruistic Actions]] aimed at those playing. | ||
− | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 38: | Line 37: | ||
== Consequences == | == Consequences == | ||
[[Altruistic Actions]] are a way to invite other players into [[Cooperation]] in [[Uncommitted Alliances]] based on the assumption of [[Delayed Reciprocity]]. In this sense the actions may not be fully altruistic but at least is only indirectly done for personal gain. When doing the [[Altruistic Actions]] requires some form of [[Investment]] they are a [[Risk/Reward]] action due to the risk of not being return, something that is likely to be felt as [[Betrayal]]. | [[Altruistic Actions]] are a way to invite other players into [[Cooperation]] in [[Uncommitted Alliances]] based on the assumption of [[Delayed Reciprocity]]. In this sense the actions may not be fully altruistic but at least is only indirectly done for personal gain. When doing the [[Altruistic Actions]] requires some form of [[Investment]] they are a [[Risk/Reward]] action due to the risk of not being return, something that is likely to be felt as [[Betrayal]]. | ||
− | |||
== Relations == | == Relations == | ||
Line 52: | Line 50: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Non-Player Help]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Inherent Mistrust]], | ||
+ | [[Investment]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 18:59, 30 January 2011
Game actions that are beneficial to somebody but not directly to the players who performed them.
This pattern is a still a stub.
Contents
Examples
Conspiracy for Good made players collect books for charities as part of its gameplay.
Using the pattern
Altruistic Actions can be used in games with Teams but this depends on how Rewards and Penalties are constructed. Games with Shared Rewards and Penalties make helping other team members intrinsically tied to the players' own fortunes and are therefore difficult to combine with Altruistic Actions. This can be mitigated through the use of Limited Gameplay Time and/or Drop-In/Drop-Out gameplay, e.g. Counter-Strike and the Team Fortress series.
Massively Single-Player Online Games
Private Game Spaces
Free Gift Inventories is an easy way to encourage Altruistic Actions. Discouraging them, or at least associating them with Risk/Reward can be done by requiring players to use some resource (making the actions a form of Investment) or by having Inherent Mistrust in the game.
One way of creating Altruistic Actions is to make actions in a game have Extra-Game Consequences that are altruistic. Taking an opposite approach, Non-Player Help allow people who are not participating in a game to perform Altruistic Actions aimed at those playing.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Altruistic Actions are a way to invite other players into Cooperation in Uncommitted Alliances based on the assumption of Delayed Reciprocity. In this sense the actions may not be fully altruistic but at least is only indirectly done for personal gain. When doing the Altruistic Actions requires some form of Investment they are a Risk/Reward action due to the risk of not being return, something that is likely to be felt as Betrayal.
Relations
Can Instantiate
Betrayal, Cooperation, Delayed Reciprocity, Extra-Game Consequences, Risk/Reward, Uncommitted Alliances
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Shared Penalties, Shared Rewards
History
New pattern created in this wiki.
References
-
Acknowledgements
-