Difference between revisions of "Predictable Consequences"
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Effects of games that can either be easy to predict or completely impossible due to player perception of the game state include [[Paper-Rock-Scissors]], [[Player Decided Results]], [[Player-Decided Distribution of Rewards & Penalties]], and [[Selectable Sets of Goals]]. | Effects of games that can either be easy to predict or completely impossible due to player perception of the game state include [[Paper-Rock-Scissors]], [[Player Decided Results]], [[Player-Decided Distribution of Rewards & Penalties]], and [[Selectable Sets of Goals]]. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Interface Aspects === | === Interface Aspects === | ||
− | Effects that require Perceivable Margins | + | Effects that require [[Perceivable Margins]] have [[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. |
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+ | 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. | ||
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=== 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. In particular, the behavior of [[Agents]] that can be trusted to maintain the [[Thematic Consistency]] is likely to become more predictable - and that this is the case can more or less be taken for granted for [[Algorithmic Agents]]. | + | [[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. In particular, the behavior of [[Agents]] that can be trusted to maintain the [[Thematic Consistency]] is likely to become more predictable - and that this is the case can more or less be taken for granted for [[Algorithmic Agents]]. Of course [[Surprises]], due to [[Predetermined Story Structures]] or other causes, can break this the first time they are experienced but may actually become more predictable if repeated. One example of this exist in [[Doom 4]] where an [[Enemies|Enemy]] often spawned behind players' [[Avatars]] after one spawned in front of them in order to give a [[Surprises|Surprise]] and a frightening experience - due to being used too many times this design solution gave the [[Predictable Consequences|Predictable Consequence]] of seeing an [[Enemies|Enemy]] spawn that another one would spawn behind the player very soon.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. |
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− | Of course [[Surprises]], due to [[Predetermined Story Structures]] or other causes, can break this the first time they are experienced but may actually become more predictable if repeated. One example of this exist in [[Doom 4]] where an [[Enemies|Enemy]] often spawned behind players' [[Avatars]] after one spawned in front of them in order to give a [[Surprises|Surprise]] and a frightening experience - due to being used too many times this design solution gave the [[Predictable Consequences|Predictable Consequence]] of seeing an [[Enemies|Enemy]] spawn that another one would spawn behind the player very soon.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. | + | |
== Consequences == | == 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. | + | [[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. While [[Randomness]] may make games have less [[Predictable Consequences]] in the short term, those that are built around playing many [[Minigames]] or rounds, like [[Poker]] or [[Craps]], have [[Predictable Consequences]] regarding statistical distributions. This may help in calculating odds for [[Betting]] although it is a common fallacy to believe that previous results affect the probability of future results in memoryless randomizing systems like [[Roulette]]. [[Predictable Consequences]] can thereby generally makes a game have a more [[Determinable Chance to Succeed]], and make 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. |
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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. | 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. | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Betting]], | ||
+ | [[Damage]], | ||
[[Delayed Effects]], | [[Delayed Effects]], | ||
[[Investments]], | [[Investments]], | ||
+ | [[Penalties]], | ||
[[Risk/Reward]], | [[Risk/Reward]], | ||
[[Turn Taking]], | [[Turn Taking]], | ||
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[[Development Time]], | [[Development Time]], | ||
[[Extra Chances]], | [[Extra Chances]], | ||
+ | [[Perceivable Margins]], | ||
[[Perfect Information]], | [[Perfect Information]], | ||
[[Stack Seeding]], | [[Stack Seeding]], |
Revision as of 22:23, 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 or no Predictable Consequences, and those 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. 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. After that, the most predictable actions and events are Ultra-Powerful Events controlled by the game system - at least if players know that these events can occur. 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, Skills, or Stack Seeding. Extra Chances can also improve the predictability when Randomness is present since players have the possibility to force the system to randomize again if unwanted outcomes appear.
Effects of games that can either be easy to predict or completely impossible due to player perception of the game state include Paper-Rock-Scissors, Player Decided Results, Player-Decided Distribution of Rewards & Penalties, and Selectable Sets of Goals.
Can Be Instantiated By
Can Be Modulated By
Interface Aspects
Effects that require Perceivable Margins have 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.
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.
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. In particular, the behavior of Agents that can be trusted to maintain the Thematic Consistency is likely to become more predictable - and that this is the case can more or less be taken for granted for Algorithmic Agents. Of course Surprises, due to Predetermined Story Structures or other causes, can break this the first time they are experienced but may actually become more predictable if repeated. One example of this exist in Doom 4 where an Enemy often spawned behind players' Avatars after one spawned in front of them in order to give a Surprise and a frightening experience - due to being used too many times this design solution gave the Predictable Consequence of seeing an Enemy spawn that another one would spawn behind the player very soon.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.
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. While Randomness may make games have less Predictable Consequences in the short term, those that are built around playing many Minigames or rounds, like Poker or Craps, have Predictable Consequences regarding statistical distributions. This may help in calculating odds for Betting although it is a common fallacy to believe that previous results affect the probability of future results in memoryless randomizing systems like Roulette. Predictable Consequences can thereby generally makes a game have a more Determinable Chance to Succeed, and make 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
Betting, Damage, Delayed Effects, Investments, Penalties, Risk/Reward, Turn Taking, Uncommitted Alliances
Can Be Instantiated By
Agents, Algorithmic Agents, Arithmetic Progression, Development Time, Extra Chances, Perceivable Margins, Perfect Information, Stack Seeding, Thematic Consistency, Ultra-Powerful Events
Can Be Modulated By
Analysis Paralysis, Fixed Distributions, Paper-Rock-Scissors, Player Decided Results, Player-Decided Distribution of Rewards & Penalties, Randomness, Selectable Sets of Goals, Skills, Turn-Based Games, Uncertainty of Information
Possible Closure Effects
Potentially Conflicting With
Anonymous Actions, Complex Gameplay, Delayed Effects, Imperfect Information, Indirect Control, Limited Planning Ability, Randomness, Surprises, Uncertainty of Information
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
-