Difference between revisions of "Altruistic Actions"

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== Using the pattern ==
 
== 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 [[Shared Penalties|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]].
 
[[Altruistic Actions]] can be used in games with [[Teams]] but this depends on how [[Rewards]] and [[Penalties]] are constructed. Games with [[Shared Rewards]] and [[Shared Penalties|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]].
 
[[Visits]]
 
 
 
[[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.
 
[[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.
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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 ===
+
Given their non-offensive nature, [[Altruistic Actions]] are well suited as those available to players on [[Visits]] to other players' [[Private Game Spaces]], including [[Massively Single-Player Online Games]].
  
=== Interface Aspects ===
+
[[Visits]]
 +
[[Private Game Spaces]]
 +
[[Massively Single-Player Online Games]]
  
=== Narrative Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
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[[Cooperation]],  
 
[[Cooperation]],  
 
[[Delayed Reciprocity]],  
 
[[Delayed Reciprocity]],  
[[Extra-Game Consequences]],
 
 
[[Risk/Reward]],  
 
[[Risk/Reward]],  
 
[[Uncommitted Alliances]]
 
[[Uncommitted Alliances]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Extra-Game Consequences]],
 
[[Non-Player Help]]
 
[[Non-Player Help]]
  

Revision as of 19:07, 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.

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.

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.

Given their non-offensive nature, Altruistic Actions are well suited as those available to players on Visits to other players' Private Game Spaces, including Massively Single-Player Online Games.

Visits Private Game Spaces Massively Single-Player Online Games


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, Risk/Reward, Uncommitted Alliances

Can Modulate

Can Be Instantiated By

Extra-Game Consequences, Non-Player Help

Can Be Modulated By

Inherent Mistrust, Investment

Possible Closure Effects

Potentially Conflicting With

Shared Penalties, Shared Rewards

History

New pattern created in this wiki.

References

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Acknowledgements

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