Difference between revisions of "Asymmetric Starting Conditions"
Line 23: | Line 23: | ||
== Using the pattern == | == Using the pattern == | ||
− | [[Asymmetrical Starting Conditions]] only make sense in [[Multiplayer Games]] | + | [[Asymmetrical Starting Conditions]] only make sense in [[Multiplayer Games]] since in [[Single-Player Games]] there can be not asymmetry between players. They can be achieved in three many ways: decided by the game designers before gameplay begins, decided during setup by [[Randomness]], or as effects of [[Player-Decided Results]]. These ways can be used independently or together to reach various levels of asymmetry, and do not so much differ in which others patterns they make use of as what effects is wanted on an overarching level for the game. |
− | [[Game | + | Designing the asymmetry is typically used to set up specific [[Alternate Reality|Alternate Realities]], e.g. the historical battles portrayed in [[Advanced Squad Leader]] or [[Memoir '44]], but can also be done to guarantee [[Player Balance]]. The latter is possible since fixed asymmetries can be play tested sufficiently many times so that one can be statistically sure no imbalances exist. Using [[Randomness]] during setup is done to provide [[Replayability]] through having [[Varied Gameplay]] between game instances. Letting player create the asymmetry is most often done to let them have [[Creative Control]] in addition to [[Replayability]] through having [[Varied Gameplay]], and one way to achieve this is to use [[Heterogeneous Game Element Ownership]]. That players can randomize the tiles in [[Settlers of Catan]] can be seen as an example of how player control can be mixed with [[Randomness]]. |
− | + | Common ways to vary starting conditions between players include giving them [[Asymmetric Goals]] or [[Asymmetric Information|Information]], making [[Game Worlds]] have [[Asymmetric Resource Distribution]], and giving [[Asymmetric Abilities]] to the players [[Units]], [[Characters]], or [[Avatars]]. These in many cases introduce asymmetry to [[Scenarios]] or [[Game Worlds]], and for this reason [[Asymmetrical Starting Conditions]] can be said to modulate them. | |
− | + | ||
− | + | ||
− | Common ways to vary starting conditions between players include giving them [[Asymmetric Goals]] or [[Asymmetric Information|Information]], making [[Game Worlds]] have [[Asymmetric Resource Distribution]], and giving [[Asymmetric Abilities]] to the players [[Units]], [[Characters]], or [[Avatars]]. | + | |
[[Late Arriving Players]] | [[Late Arriving Players]] | ||
− | |||
[[Turn-Based Games]] | [[Turn-Based Games]] | ||
Line 39: | Line 35: | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | Since few events that occur in the real world where several agents are interacting are done with completely equal conditions, having [[Asymmetrical Starting Conditions]] is actually a way to make [[Alternate Reality]] more plausible. This can be seen as a basic requirement for being able to have [[Diegetic Consistency]], since having symmetry is thematically difficult to explain. | ||
=== Interface Aspects === | === Interface Aspects === | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | As for the diegetic aspects, [[Asymmetrical Starting Conditions]] may be vital to create [[Alternate Reality]]. This is especially true for those games wishing to base their [[Game Worlds]] or [[Scenarios]] on historical events and situations. | ||
== Consequences == | == Consequences == | ||
Line 48: | Line 46: | ||
Since the pattern can give players different starting conditions for each time they play a game, [[Asymmetrical Starting Conditions]] offers [[Replayability]] to experience the [[Varied Gameplay]] these starting conditions provides. | Since the pattern can give players different starting conditions for each time they play a game, [[Asymmetrical Starting Conditions]] offers [[Replayability]] to experience the [[Varied Gameplay]] these starting conditions provides. | ||
− | |||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Alternate Reality]], | ||
+ | [[Diegetic Consistency]], | ||
[[Replayability]], | [[Replayability]], | ||
[[Varied Gameplay]] | [[Varied Gameplay]] | ||
Line 59: | Line 58: | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Multiplayer Games]] | + | [[Game Worlds]], |
+ | [[Multiplayer Games]], | ||
+ | [[Scenarios]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
Line 69: | Line 70: | ||
[[Late Arriving Players]], | [[Late Arriving Players]], | ||
[[Player-Decided Results]], | [[Player-Decided Results]], | ||
− | [[Randomness]] | + | [[Randomness]], |
+ | [[Turn-Based Games]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 16:42, 26 March 2011
That players do not begin their game sessions with the same possibilities.
Even if many games strive to provide players with equal chances, few actually provide the exact same conditions in the start of the game. This may be because one player begins before another, because they are given different resources due to randomness, or because they have themselves created their own setups. In all cases this leads to them having Asymmetrical Starting Conditions.
Contents
Examples
Classical Board Games have Asymmetrical Starting Conditions simply because they are turn-based and being the starting player is usually advantageous. Chess solves this in tournaments by letting players play several times and take turns which side they play. Go usually does this as well but can make use of compensation stones, called Komidashi in Japanese, for the white player that plays second; Based upon statistics this handicap has been set at 6.5 stones when using Japanese rules (the half point is to avoid ties). It has been proven for the more modern Hex that the first player has a winning strategy (the short proof is part of its Wikipedia entry[1]); it is however non-trivial determining what it is.
Since historical battles in practice never have had identical conditions for all involved sides, it is not to surprising that practically all Wargames, e.g. Advanced Squad Leader and Rommel in the Desert, have Asymmetrical Starting Conditions for their various scenarios. Not all these are intended to be balance and for these one may need to play multiple times with changed sides to determined the most skilled players; Memoir '44 is an example of a game that explicitly suggests this.
Games where players put together their own set of components to use, e.g. armies in Warhammer Fantasy Battle or decks in Magic: The Gathering, have Asymmetrical Starting Conditions in all but the most implausible case (that of the players independently having selected the exact same set up).
Although their exists a standard setup for playing Settlers of Catan, experienced players often randomize the hex tiles of the game to provide variation. Regardless, the bidding system to place starting settlements and roads cause the players to have Asymmetrical Starting Conditions since these settlements will be producing different resources (the main point with the standard setup is to guarantee that more or less balanced setups between the players are possible).
Players of Category:Roleplaying Games have characters with varying abilities, skills, and personalities that they play. That these may be more or less powerful in any given situation is typically not a problem since the gameplay is cooperative most of the time and roleplaying the struggle against great challenges can be more important than actually succeeding.
Using the pattern
Asymmetrical Starting Conditions only make sense in Multiplayer Games since in Single-Player Games there can be not asymmetry between players. They can be achieved in three many ways: decided by the game designers before gameplay begins, decided during setup by Randomness, or as effects of Player-Decided Results. These ways can be used independently or together to reach various levels of asymmetry, and do not so much differ in which others patterns they make use of as what effects is wanted on an overarching level for the game.
Designing the asymmetry is typically used to set up specific Alternate Realities, e.g. the historical battles portrayed in Advanced Squad Leader or Memoir '44, but can also be done to guarantee Player Balance. The latter is possible since fixed asymmetries can be play tested sufficiently many times so that one can be statistically sure no imbalances exist. Using Randomness during setup is done to provide Replayability through having Varied Gameplay between game instances. Letting player create the asymmetry is most often done to let them have Creative Control in addition to Replayability through having Varied Gameplay, and one way to achieve this is to use Heterogeneous Game Element Ownership. That players can randomize the tiles in Settlers of Catan can be seen as an example of how player control can be mixed with Randomness.
Common ways to vary starting conditions between players include giving them Asymmetric Goals or Information, making Game Worlds have Asymmetric Resource Distribution, and giving Asymmetric Abilities to the players Units, Characters, or Avatars. These in many cases introduce asymmetry to Scenarios or Game Worlds, and for this reason Asymmetrical Starting Conditions can be said to modulate them.
Late Arriving Players Turn-Based Games
Asymmetrical Starting Conditions easily ruin the possibility of Player Balance unless additional adjustments are made to the game design, and there exist some options. The most obvious one is Balancing Effects but another is to use either Back-to-Back Game Sessions or Rotating Starting Player since they remove imbalances by ensuring that all players have had all starting conditions. Note that Player Balance may not be a problem in games based upon Cooperation - here it may be more important that all players feel that they can contribute and that they have individual areas in which they have chances to excel.
Diegetic Aspects
Since few events that occur in the real world where several agents are interacting are done with completely equal conditions, having Asymmetrical Starting Conditions is actually a way to make Alternate Reality more plausible. This can be seen as a basic requirement for being able to have Diegetic Consistency, since having symmetry is thematically difficult to explain.
Interface Aspects
Narrative Aspects
As for the diegetic aspects, Asymmetrical Starting Conditions may be vital to create Alternate Reality. This is especially true for those games wishing to base their Game Worlds or Scenarios on historical events and situations.
Consequences
Asymmetrical Starting Conditions is likely to make Player Balance difficult to achieve in games, unless modulated by Balancing Effects or having extensive play testing to ensure that no imbalance actually exists. In games with Cooperation or Teams, Asymmetrical Starting Conditions is likely to give Asymmetric Roles to the players.
Since the pattern can give players different starting conditions for each time they play a game, Asymmetrical Starting Conditions offers Replayability to experience the Varied Gameplay these starting conditions provides.
Relations
Can Instantiate
Alternate Reality, Diegetic Consistency, Replayability, Varied Gameplay
with Cooperation or Teams
Can Modulate
Game Worlds, Multiplayer Games, Scenarios
Can Be Instantiated By
Asymmetric Abilities, Asymmetric Goals, Asymmetric Information, Asymmetric Resource Distribution, Asymmetric Roles, Late Arriving Players, Player-Decided Results, Randomness, Turn-Based Games
Can Be Modulated By
Back-to-Back Game Sessions, Balancing Effects, Rotating Starting Player
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
-