Difference between revisions of "Bookkeeping Tokens"
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[[Resources]] | [[Resources]] | ||
[[Money]] | [[Money]] | ||
+ | |||
+ | [[Victory Points]] | ||
[[First Player Tokens]] | [[First Player Tokens]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Extra Chances]], | [[Extra Chances]], | ||
− | [[Geospatial Game Widgets]] | + | [[Geospatial Game Widgets]], |
+ | [[Tokens]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Extra Chances]], | [[Extra Chances]], | ||
− | [[Geospatial Game Widgets]] | + | [[Geospatial Game Widgets]], |
+ | [[Tokens]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Current Player Tokens]], | [[Current Player Tokens]], | ||
− | [[First Player Tokens]] | + | [[First Player Tokens]], |
+ | [[Victory Points]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 16:44, 10 June 2011
Game elements that do not represent diegetic objects in the game world but instead uphold abstract parts of the game state.
Game states that at least partially represent abstract values require that games have some way to store the information. This can be done by using computers or humans that have to remember the information, but when computers are not available many games have Book-Keeping Tokens to let players focus on the gameplay rather than the manipulating objects to keep track of the game state.
Contents
Examples
Puerto Rico has the role of governor that is passed among players. To help players keep track of their roles a small governor card is past to the player who currently is the governor.
Using the pattern
Book-Keeping Tokens allow more complex game states in Self-Facilitated Games without having to do Memorizing. However, they require players to do Extra-Game Actions that resemble Resource Management but without any Freedom of Choice. As this requires Attention Swapping from the actual gameplay, Book-Keeping Tokens can negatively affect all kinds of Immersion, except Cognitive Immersion.
Book-Keeping Tokens can be the Focus Loci of actions not associated with game elements in Game Worlds.
First Player Tokens Current Player Tokens
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
The values of the game state dictate most of the design requirements of Book-Keeping Tokens. However, game designers have options if the Book-Keeping Tokens should be used to provide the players with Imperfect Information, typically by Cards, or if they should be Public Information and give players a Game State Overview. The latter can support Cognitive Immersion as it gives Stimulated Planning.
Excise when Bookkeeping Tokens are used
Can Instantiate
Extra Chances, Geospatial Game Widgets, Tokens
Can Modulate
Stimulated Planning, Action Programming, Self-Facilitated Games, Memorizing
Relations
Can Instantiate
Extra Chances, Geospatial Game Widgets, Tokens
Can Modulate
Stimulated Planning, Action Programming, Self-Facilitated Games, Memorizing
Can Be Instantiated By
Current Player Tokens, First Player Tokens, Victory Points
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Excise when Bookkeeping Tokens are used
History
An updated version of the pattern Book-Keeping Tokens 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
-