Difference between revisions of "Game Element Insertion"
Line 20: | Line 20: | ||
A special case of the latter is when players construct the actual game instances by the game elements they insert. This is a form of [[Heterogeneous Game Element Ownership]], where players either put together sets of game elements as strategies (as for example in [[Magic: The Gathering]] or [[Warhammer 40K]]) or encode them in [[AI Players]] (e.g. [[Crobots]]). | A special case of the latter is when players construct the actual game instances by the game elements they insert. This is a form of [[Heterogeneous Game Element Ownership]], where players either put together sets of game elements as strategies (as for example in [[Magic: The Gathering]] or [[Warhammer 40K]]) or encode them in [[AI Players]] (e.g. [[Crobots]]). | ||
− | |||
− | |||
− | |||
Line 29: | Line 26: | ||
[[Converters]] | [[Converters]] | ||
− | |||
− | |||
[[Spawning]] | [[Spawning]] | ||
[[Power-Ups]] | [[Power-Ups]] | ||
− | |||
− | |||
− | |||
Line 45: | Line 37: | ||
[[Player Constructed Worlds]] | [[Player Constructed Worlds]] | ||
− | |||
− | |||
− | |||
− | |||
[[Levels]] | [[Levels]] | ||
Line 64: | Line 52: | ||
[[Game Element Insertion]] can easily provide [[Surprises]] during gameplay, and when done in conjunction with [[Narration Structures]] this can support [[Never Ending Stories]]. | [[Game Element Insertion]] can easily provide [[Surprises]] during gameplay, and when done in conjunction with [[Narration Structures]] this can support [[Never Ending Stories]]. | ||
− | By pacing the introduction of game elements, [[Game Element Insertion]] can easily provide [[Smooth Learning Curves]] and [[Higher-Level Closures as Gameplay Progresses]]. For games with [[Dedicated Game Facilitators]] that can insert game elements embodying new rules, this can also give [[Evolving Rule Sets]]. | + | By pacing the introduction of game elements, [[Game Element Insertion]] can easily provide [[Smooth Learning Curves]] and [[Higher-Level Closures as Gameplay Progresses]]. For games with [[Dedicated Game Facilitators]] that can insert game elements embodying new rules, this can also give [[Evolving Rule Sets]]. When game elements inserted are not part of the original definitions of possible game elements, the insertion can be seen as a form of [[Extra-Game Input]]. |
+ | When players control [[Game Element Insertion]] this provides them with some measure of [[Creative Control]], which becomes greater when they also create the elements and the rules surrounding them. However, this may also create [[Excise]] for the same players. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Creative Control]], | ||
+ | [[Excise]], | ||
+ | [[Extra-Game Input]], | ||
[[Higher-Level Closures as Gameplay Progresses]], | [[Higher-Level Closures as Gameplay Progresses]], | ||
[[Never Ending Stories]], | [[Never Ending Stories]], |
Revision as of 22:57, 28 February 2011
The insertion of game elements into game instances.
Some games introduce new things into the game environment as gameplay progresses. This Game Element Insertion can be used to gradually introduce challenges, let players build constructions, or provide surprised to players.
Contents
Examples
The ancient board game Go starts with an empty board which players gradually fill with their stones until placing more stone no longer lets players claim parts of the game area. While all the stones belong to specific sets of the game and are inserted into them, in Warhammer Fantasy Battle and Magic: The Gathering players have to bring their own miniatures and cards respectively that they want to use and thereby create game instance by inserting elements (besides possibly then inserting them into the actual battle. Roleplaying games such as Dungeons & Dragons often have some initial locations with enemies and treasures placed and which can thus be said to be part of the game instances, but to these are added player characters and random encounters, and for campaigns game masters need to add new locations and monsters as well.
Computer games quite often make use of Game Element Insertion since the computer easily can handle these. Some are preplanned by designers, e.g. players of Quake 4 several times experience enemies materializes in front of them only to seconds later also have the same thing happen behind them. In other cases, the time and place of elements appearing are random (even if following certain rules) - an example of this can be found in the power-ups of the Mario Kart series.
Using the pattern
The design of Game Element Insertion consists of considering what game elements should be allowed to be inserted and what mechanism govern when they can be inserted.
A special case of the latter is when players construct the actual game instances by the game elements they insert. This is a form of Heterogeneous Game Element Ownership, where players either put together sets of game elements as strategies (as for example in Magic: The Gathering or Warhammer 40K) or encode them in AI Players (e.g. Crobots).
Algorithmic Agents
Late Arriving Players
Construction
Besides players, Dedicated Game Facilitators can time when Game Element Insertion should occur. When the facilitators are humans, they can also create the game elements and the rules regarding them.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Pre-determined Game Element Insertion are a way of providing progress and Surprises in Narration Structures. While they may not be necessary for all Narration Structures, Never Ending Stories most likely need it to not become repetitious.
Consequences
Game Element Insertion can easily provide Surprises during gameplay, and when done in conjunction with Narration Structures this can support Never Ending Stories.
By pacing the introduction of game elements, Game Element Insertion can easily provide Smooth Learning Curves and Higher-Level Closures as Gameplay Progresses. For games with Dedicated Game Facilitators that can insert game elements embodying new rules, this can also give Evolving Rule Sets. When game elements inserted are not part of the original definitions of possible game elements, the insertion can be seen as a form of Extra-Game Input.
When players control Game Element Insertion this provides them with some measure of Creative Control, which becomes greater when they also create the elements and the rules surrounding them. However, this may also create Excise for the same players.
Relations
Can Instantiate
Creative Control, Excise, Extra-Game Input, Higher-Level Closures as Gameplay Progresses, Never Ending Stories, Smooth Learning Curves, Surprises
with Dedicated Game Facilitators
Can Modulate
Dedicated Game Facilitators, Narration Structures
Can Be Instantiated By
AI Players, Dedicated Game Facilitators, Heterogeneous Game Element Ownership,
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgments
-