Difference between revisions of "Predictable Consequences"
Line 15: | Line 15: | ||
== Using the pattern == | == Using the pattern == | ||
− | How [[Predictable Consequences]] actions and events are used in game designs depends mainly on who performs or influences them: the game system or players. The predictability of game systems can vary as much as that of the predictability of opponents but can also be fixed so that players are aware of them before the actions or events are initiated. Generally, [[Randomness]] and [[Uncertainty of Information]] can modulate so game have less [[Predictable Consequences]] or have none at all. If one wants to have [[Complex Gameplay]] or not is also important to considering when making games have [[Predictable Consequences]] - games that have [[Predictable Consequences]] for individual actions and events can lose that predictability when the complexity increases. The same applies to [[Delayed Effects]] and [[Indirect Control]] if the time difference between the action and the outcome is great enough. | + | How [[Predictable Consequences]] actions and events are used in game designs depends mainly on who performs or influences them: the game system or players. The predictability of game systems can vary as much as that of the predictability of opponents but can also be fixed so that players are aware of them before the actions or events are initiated. Generally, [[Randomness]] and [[Uncertainty of Information]] can modulate so game have less [[Predictable Consequences]] or have none at all. If one wants to have [[Complex Gameplay]] or not is also important to considering when making games have [[Predictable Consequences]] - games that have [[Predictable Consequences]] for individual actions and events can lose that predictability when the complexity increases. The same applies to [[Delayed Effects]] and [[Indirect Control]] if the time difference between the action and the outcome is great enough; although [[Development Time]] makes use of [[Delayed Effects]] this pattern instead provides clear [[Predictable Consequences]] since the outcome is deterministic even if the context in which the outcome will appear may have changed. |
− | The most [[Predictable Consequences]] (although maybe only in the short term) are the players' own actions when they have [[Perfect Information]] of the game state and all relevant evaluation function have deterministic outcomes. If the evaluation functions of actions uses some amount of [[Randomness]] the actions can still have some level of [[Predictable Consequences] if the outcomes are bounded within a number of possible outcomes - they can be able to predict even better if the [[Randomness]] is modulated by [[Fixed Distributions]]. | + | The most [[Predictable Consequences]] (although maybe only in the short term) are the players' own actions when they have [[Perfect Information]] of the game state and all relevant evaluation function have deterministic outcomes. If players have [[Imperfect Information]] about a part of the game state that affects the outcome of the action, the predictability is significantly reduced. If the evaluation functions of actions uses some amount of [[Randomness]] the actions can still have some level of [[Predictable Consequences] if the outcomes are bounded within a number of possible outcomes - they can be able to predict even better if the [[Randomness]] is modulated by [[Fixed Distributions]]. |
− | |||
After that, the most predictable actions and events are Ultra-Powerful Events controlled by the game system. Effects that require Perceivable Margins are Predictable Consequences in one sense, since players may observe that the margin is close to being fulfilled. Damage and other Penalties usually also have very predictable consequences since experiencing unexpected Penalties, especially Individual Penalties, may cause players to simply stop playing the game. Investments also usually have a range of Predictable Consequences, even if they chances of gaining on the Investments may be small, as players otherwise would be unwilling to make the Investments. Surprises caused by the game system, which the first time they are experienced are intended not to be predictable, actually also easily become predictable after the first encounter. The effects of Leaps of Faiths and Irreversible Actions are likewise difficult to predict the first time they are done but then might become easy to predict. | After that, the most predictable actions and events are Ultra-Powerful Events controlled by the game system. Effects that require Perceivable Margins are Predictable Consequences in one sense, since players may observe that the margin is close to being fulfilled. Damage and other Penalties usually also have very predictable consequences since experiencing unexpected Penalties, especially Individual Penalties, may cause players to simply stop playing the game. Investments also usually have a range of Predictable Consequences, even if they chances of gaining on the Investments may be small, as players otherwise would be unwilling to make the Investments. Surprises caused by the game system, which the first time they are experienced are intended not to be predictable, actually also easily become predictable after the first encounter. The effects of Leaps of Faiths and Irreversible Actions are likewise difficult to predict the first time they are done but then might become easy to predict. | ||
Line 34: | Line 33: | ||
[[Algorithmic Agents]], | [[Algorithmic Agents]], | ||
[[Arithmetic Progression]], | [[Arithmetic Progression]], | ||
− | |||
[[Extra Chances]], | [[Extra Chances]], | ||
[[Randomness]], | [[Randomness]], | ||
[[Stack Seeding]], | [[Stack Seeding]], | ||
− | |||
[[Uncertainty of Information]] | [[Uncertainty of Information]] | ||
Line 52: | Line 49: | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | [[Thematic Consistency]] can make games have [[Predictable Consequences]] since players can use their knowledge about the theme to understand the likelihood of various events and outcomes. | ||
== Consequences == | == Consequences == | ||
Line 108: | Line 106: | ||
[[Complex Gameplay]], | [[Complex Gameplay]], | ||
[[Delayed Effects]], | [[Delayed Effects]], | ||
+ | [[Imperfect Information]], | ||
[[Indirect Control]] | [[Indirect Control]] | ||
Revision as of 21:48, 24 May 2011
The possibility to predict how game states will change due to actions or events.
When players can understand how actions and events affect the game state of a game, those actions and events have Predictable Consequences. This does not mean that players can predict everything that will happen - a game can have Predictable Consequences without players being able to exactly predict what action is going to be performed or what effects an action can have in the long term. A game can also be predictable in another sense if players can anticipate the set of possible actions other players can perform, and actions can be predictable if players can imagine the set of possible future game states their effects can produce.
Contents
Examples
The actions in Chess and Go have completely Predictable Consequences since the effects of them are completely predetermined and knowledgeable for those with an understanding of the game rules. This does not mean that the outcome of actions are predictable for more than a few more though, as the number of possibilities quickly become too large to explore and one cannot be sure of what actions one's opponent will make. Even so, skilled players can predict opponents' actions to a high degree and planning many actions ahead based upon this.
The actions in multiplayer versions of First-Person Shooters such as the Quake series or the Team Fortress series often contain no elements of chance and thereby have totally Predictable Consequences. However, being able to perform these actions is not easy since one has to anticipate other players' actions and these actions often have the intention of disrupting the player.
Using the pattern
How Predictable Consequences actions and events are used in game designs depends mainly on who performs or influences them: the game system or players. The predictability of game systems can vary as much as that of the predictability of opponents but can also be fixed so that players are aware of them before the actions or events are initiated. Generally, Randomness and Uncertainty of Information can modulate so game have less Predictable Consequences or have none at all. If one wants to have Complex Gameplay or not is also important to considering when making games have Predictable Consequences - games that have Predictable Consequences for individual actions and events can lose that predictability when the complexity increases. The same applies to Delayed Effects and Indirect Control if the time difference between the action and the outcome is great enough; although Development Time makes use of Delayed Effects this pattern instead provides clear Predictable Consequences since the outcome is deterministic even if the context in which the outcome will appear may have changed.
The most Predictable Consequences (although maybe only in the short term) are the players' own actions when they have Perfect Information of the game state and all relevant evaluation function have deterministic outcomes. If players have Imperfect Information about a part of the game state that affects the outcome of the action, the predictability is significantly reduced. If the evaluation functions of actions uses some amount of Randomness the actions can still have some level of [[Predictable Consequences] if the outcomes are bounded within a number of possible outcomes - they can be able to predict even better if the Randomness is modulated by Fixed Distributions.
After that, the most predictable actions and events are Ultra-Powerful Events controlled by the game system. Effects that require Perceivable Margins are Predictable Consequences in one sense, since players may observe that the margin is close to being fulfilled. Damage and other Penalties usually also have very predictable consequences since experiencing unexpected Penalties, especially Individual Penalties, may cause players to simply stop playing the game. Investments also usually have a range of Predictable Consequences, even if they chances of gaining on the Investments may be small, as players otherwise would be unwilling to make the Investments. Surprises caused by the game system, which the first time they are experienced are intended not to be predictable, actually also easily become predictable after the first encounter. The effects of Leaps of Faiths and Irreversible Actions are likewise difficult to predict the first time they are done but then might become easy to predict.
Effects of games that can either be easy to predict or completely impossible due to player perception of the game state include Selectable Sets of Goals, Paper-Rock-Scissors, Player-Decided Distribution of Rewards & Penalties, and Player Decided Results. The use of Randomness can give more Predictable Consequences, especially when used together with Skills, than actions from other players since the distribution of the Randomness can be known in advance. This means that even games that are initially associated with Luck can become very predictable and have Strategic Knowledge, especially regarding Betting.
Predictable Consequences from game systems can be achieved indirectly through Consistent Reality Logic, Alternative Reality, and Illusionary Rewards. In these cases, players experiencing them can understand how future actions and effects will affect the game state without necessarily having experienced the actions and effects themselves. In contrast, Outcome Indicators provide a means to give players Direct Information to support Predictable Consequences within a game, but this violates the Consistent Reality Logic.
Games with Limited Planning Ability have some part of their game design constructed so that players cannot accurately foresee future game states, and thereby cannot have Predictable Consequences regarding at least part of the game state.
Can Be Instantiated By
Agents, Algorithmic Agents, Arithmetic Progression, Extra Chances, Randomness, Stack Seeding, Uncertainty of Information
Can Be Modulated By
Analysis Paralysis, Randomness, Turn-Based Games, Uncertainty of Information
Diegetic Aspects
Interface Aspects
Narrative Aspects
Thematic Consistency can make games have Predictable Consequences since players can use their knowledge about the theme to understand the likelihood of various events and outcomes.
Consequences
Predictable Consequences let players predict future game states and thus have Anticipation and notice Hovering Closures in games. In games with Turn Taking, it make is easier to consider what action will be made in future turns. Having Predictable Consequences makes a game have a more Determinable Chance to Succeed, and makes it easier for players to realize what this chance is. This let players be able to make more informed Risk/Reward choices, which can provide Strategic Knowledge and support Cognitive Engrossment, Stimulated Planning, Strategic Planning, and make it somewhat more likely that players create Uncommitted Alliances. Predictable Consequences are a motivation for players to engage in Investments and are most apparent, although possibly not most profitable, in games using Arithmetic Progression for the Investments. They can also encourage players to perform actions with Delayed Effects since it is easier to consider their worth when they have Predictable Consequences. Regardless of what the Predictable Consequences relate to, the presence of the pattern can make players have Internal Conflicts of what actions to do.
When games have Predictable Consequences of the immediate actions that players can perform but Limited Foresight to the complex effects of the actions combined, this can encourage Experimenting and lead to Surprises. Predictable Consequences can in some cases cause Analysis Paralysis as the players can better plan ahead.
Just like it is difficult to have Predictable Consequences many actions and events ahead in a game, it is difficult to combine Predictable Consequences with Irreversible Events that have Delayed Effects. While other players' actions may have Predictable Consequences in Multiplayer Games if their goals are known and all actions themselves have Predictable Consequences, if the actions are Anonymous Actions the predictable can be lost.
For any game that has Predictable Consequences, being knowledgeable about this is a form of Game Mastery.
Relations
Can Instantiate
Analysis Paralysis, Anticipation, Cognitive Engrossment, Determinable Chance to Succeed, Hovering Closures, Internal Conflicts, Game Mastery, Stimulated Planning, Strategic Knowledge, Strategic Planning
with Limited Foresight
Can Modulate
Delayed Effects, Investments, Risk/Reward, Turn Taking, Uncommitted Alliances
Can Be Instantiated By
Agents, Algorithmic Agents, Arithmetic Progression, Development Time, Extra Chances, Perfect Information, Stack Seeding, Thematic Consistency
Can Be Modulated By
Analysis Paralysis, Fixed Distributions, Randomness, Turn-Based Games
Possible Closure Effects
Potentially Conflicting With
Anonymous Actions, Complex Gameplay, Delayed Effects, Imperfect Information, Indirect Control
Irreversible Events when that pattern is used together with Delayed Effects
History
An updated version of the pattern Predictable Consequences that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-