Difference between revisions of "Helplessness"
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== Using the pattern == | == Using the pattern == | ||
− | The main concern with using [[Helplessness]] is to consider when it should be applied and what is required for it to end. The most common reason for applying it is as a form of [[Penalties|Penalty]]. [[Helplessness]] might not be able to get out of by the players themselves, but can expire by itself after a certain [[Time Limits|Time Limit]]. | + | The main concern with using [[Helplessness]] is to consider when it should be applied and what is required for it to end. The most common reason for applying it is as a form of [[Penalties|Penalty]]. [[Helplessness]] might not be able to get out of by the players themselves, but can expire by itself after a certain [[Time Limits|Time Limit]]. |
+ | |||
+ | Although [[Resources]] do not in themselves create [[Helplessness]], a lack of needed [[Resources]] can do this, including a lack of [[Budgeted Action Points]] or [[Neighbors]]. | ||
[[Multiplayer Games]] open up another possibility in that it allows for other players to intervene on the behalf of helpless players, as for example done in the [[Left 4 Dead series]]. This can further be modulated by letting players have the possibility to request help - this is possible by default in games with [[Unmediated Social Interaction]] but may require [[Communication Channels]] in others. In theory help could also come from [[Helpers]] or [[Companions]] but this is not a common design solution - probably because it is also difficult to regulate but without the emotional aspects of having | [[Multiplayer Games]] open up another possibility in that it allows for other players to intervene on the behalf of helpless players, as for example done in the [[Left 4 Dead series]]. This can further be modulated by letting players have the possibility to request help - this is possible by default in games with [[Unmediated Social Interaction]] but may require [[Communication Channels]] in others. In theory help could also come from [[Helpers]] or [[Companions]] but this is not a common design solution - probably because it is also difficult to regulate but without the emotional aspects of having | ||
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== Consequences == | == Consequences == | ||
Since [[Helplessness]] stops players from affecting the outcome of the game, it enforces [[Downtime]] but with the important distinction that the gameplay progresses and that other players may still be able to act. | Since [[Helplessness]] stops players from affecting the outcome of the game, it enforces [[Downtime]] but with the important distinction that the gameplay progresses and that other players may still be able to act. | ||
+ | It generally works against [[Empowerment]], [[Exaggerated Perception of Influence]], and [[Freedom of Choice]]. | ||
− | [[Helplessness]] may not be something players perceived as a positive state, and this makes it suitable to use as [[Penalties]]. It can be seen as a way to create [[Ultra-Powerful Events]] which in turn quite easily creates [[Tension]] in the players, and possibly [[Anticipation]] as they notice that effort is being made to help them or that they their fate is being sealed. It makes it impossible for players affected to have [[Exaggerated Perception of Influence]], but in [[Multiplayer Games]] players can instead be made to feel it if they can save incapacitated players. When this occurs, | + | [[Helplessness]] may not be something players perceived as a positive state, and this makes it suitable to use as [[Penalties]]. It can be seen as a way to create [[Ultra-Powerful Events]] which in turn quite easily creates [[Tension]] in the players, and possibly [[Anticipation]] as they notice that effort is being made to help them or that they their fate is being sealed. It makes it impossible for players affected to have [[Exaggerated Perception of Influence]], but in [[Multiplayer Games]] players can instead be made to feel it if they can save incapacitated players. When this occurs, they can contextually be seen as having [[Privileged Abilities]], and saving others can easily create expectations of [[Delayed Reciprocity]]. |
For games where players can ask for help through [[Unmediated Social Interaction]] or [[Communication Channels]], [[Helplessness]] may easily give rise to [[Negotiation]] and [[Guilting]]. | For games where players can ask for help through [[Unmediated Social Interaction]] or [[Communication Channels]], [[Helplessness]] may easily give rise to [[Negotiation]] and [[Guilting]]. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Budgeted Action Points]], | |
+ | [[Neighbors]], | ||
+ | [[Resources]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[Exaggerated Perception of Influence]] | + | [[Empowerment]], |
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Freedom of Choice]] | ||
== History == | == History == |
Revision as of 20:51, 4 June 2011
Gameplay situations where players cannot themselves affect their situation.
Games may be about putting players in positions where they can make interesting choices but sometimes games takes this away from them. By doing so, they put them in a state of Helplessness where even if they can notice how the gameplay progresses they are unable to do anything about it.
Contents
Examples
Player in the Left 4 Dead series can become incapacitated by falling off ledges, being pinned by infected with special powers, or by simply receiving enough damage. When this occurs players cannot by themselves affect their fate, they have to be saved by other players.
A weak example of the pattern can be found in how players can try to get out of the brig in Battlestar Galactica: The Board Game - players may initiate actions to get themselves out but can only affect the success by adding one skill card while all other players can add more.
Using the pattern
The main concern with using Helplessness is to consider when it should be applied and what is required for it to end. The most common reason for applying it is as a form of Penalty. Helplessness might not be able to get out of by the players themselves, but can expire by itself after a certain Time Limit.
Although Resources do not in themselves create Helplessness, a lack of needed Resources can do this, including a lack of Budgeted Action Points or Neighbors.
Multiplayer Games open up another possibility in that it allows for other players to intervene on the behalf of helpless players, as for example done in the Left 4 Dead series. This can further be modulated by letting players have the possibility to request help - this is possible by default in games with Unmediated Social Interaction but may require Communication Channels in others. In theory help could also come from Helpers or Companions but this is not a common design solution - probably because it is also difficult to regulate but without the emotional aspects of having to rely on other players.
Entering into Helplessness may be an active choice by players, e.g. Extended Actions may be balanced so that a powerful effect requires that one becomes unable to defend oneself until the action is completed.
Consequences
Since Helplessness stops players from affecting the outcome of the game, it enforces Downtime but with the important distinction that the gameplay progresses and that other players may still be able to act. It generally works against Empowerment, Exaggerated Perception of Influence, and Freedom of Choice.
Helplessness may not be something players perceived as a positive state, and this makes it suitable to use as Penalties. It can be seen as a way to create Ultra-Powerful Events which in turn quite easily creates Tension in the players, and possibly Anticipation as they notice that effort is being made to help them or that they their fate is being sealed. It makes it impossible for players affected to have Exaggerated Perception of Influence, but in Multiplayer Games players can instead be made to feel it if they can save incapacitated players. When this occurs, they can contextually be seen as having Privileged Abilities, and saving others can easily create expectations of Delayed Reciprocity.
For games where players can ask for help through Unmediated Social Interaction or Communication Channels, Helplessness may easily give rise to Negotiation and Guilting.
When Helplessness is self-inflicted through engaging in Extended Actions, they provide additional Tension and evoke Risk/Reward considerations.
Relations
Can Instantiate
Anticipation, Downtime, No-Ops, Penalties, Tension, Ultra-Powerful Events
with Communication Channels or Unmediated Social Interaction
with Extended Actions
with Multiplayer Games
Exaggerated Perception of Influence, Delayed Reciprocity, Privileged Abilities
Can Modulate
Can Be Instantiated By
Budgeted Action Points, Neighbors, Resources
Can Be Modulated By
Companions, Helpers, Multiplayer Games, Time Limits
with Multiplayer Games
Communication Channels, Unmediated Social Interaction
Possible Closure Effects
-
Potentially Conflicting With
Empowerment, Exaggerated Perception of Influence, Freedom of Choice
History
An updated version of the pattern Helplessness first identified in the paper Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games[1].
References
- ↑ Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.
Acknowledgements
-