Difference between revisions of "Extra-Game Actions"
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Revision as of 11:46, 18 March 2018
Actions that are motivated by a game state or a game design but that do not affect any ongoing game instance.
This pattern is a still a stub.
Note: Actions that aren't part of gameplay but needed for gameplay to be able to be performed is discussed under Excise.
Contents
Examples
Example: Betting on the outcome of a game is a typical form of Extra-Game Actions that creates a meta game based upon a game. Note that games such as Poker do not have betting as an Extra-Game Action since folding in that game affects the game state.
Example: loading and saving in computer games are Extra-Game Actions which save or restores the entire game state of a game instance. As the whole game state is affected these actions are not considered parts of gameplay but rather ways of setting up play sessions.
Anti-Examples
optional
Using the pattern
Extra-Game Actions are typically present in games due to one of four different reasons: to make it possible to plan or prepare for gameplay before play sessions have begun, to provide Extra-Game Consequences, to change the information players receive about the game state, or to change the entire game state. They are especially common in Multiplayer Games as players may need to do Negotiation or perform Collaborative Actions.
Games can promote players to perform Extra-Game Actions before play sessions begin by making it possible to do Stimulated and Strategic Planning by making Strategic Knowledge useful, for example by letting players know their Privileged Abilities well in advance, or by letting players have Creative Control over Characters or game elements used. This use of Creative Control is especially common in roleplaying games where players can either design their own characters or, in the case of live action roleplaying games, design the physical clothes and props used in the games. Thus, it is also common in games with Planned Character Development but even more so in Multiplayer Games with Team Development.
Extra-Game Consequences can create Meta Games or give players Trans-Game Information such as providing information about how to perform Combos. Storytelling to give players Emotional Immersion within games can also be considered Extra-Game Consequences as the game state could have been updated without the Storytelling.
One special form of Extra-Game Action is to allow non-players to help players temporarily. This typically requires Spectators with Public Information if the helpers should provide information about the game state or other information relevant to succeed in goals.
Manipulating Book-Keeping Tokens are Extra-Game Actions that likely change players' perception of the game state since the actions change the game state. Changing how players are informed about the game state can either be done directly through manipulating a Camera or by changing the set-up of an user interface, but in both cases modify the Game State Overview players have. Saving and loading game states are Extra-Game Actions that allow Save-Load Cycles and Reversability to previous game states. Other player initiated Game Pauses are also simple cases of Extra-Game Actions.
Self-Facilitated Rules requires players to do Extra-Game Actions to run the game. In the case of games with Persistent Game Worlds these action are Investments but typically give players large amounts of Creative Control.
Can Be Instantiated By
Bookkeeping Tokens, Cameras, Collectible Card Games, Communication Channels, Crafting, Extra-Game Input, Game Element Trading, Game Pauses, Minigames, Player Kicking, Player-Planned Development, Pre-Customized Decks, Purchasable Game Advantages, Replays, Save Files, Save Scumming, Save-Load Cycles, Storytelling,
Combos together with Hidden Rules
By definition, Extra-Game Actions are not Excise and vice versa.
Can Be Modulated By
Game State Overviews, Public Information, Reversibility
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Extra-Game Actions provide players with an additional level of Freedom of Choice in games which can be done without necessarily affecting the development of the game. Except for Storytelling, Extra-Game Actions typically causes players to lose Engrossment since they force players to consider the mechanical or formal structure of the game. Cognitive Engrossment is the form of Engrossment least affected, since both saving and restoring game states and manipulating information presentation may be motivated by players' interpretations of the game state. However, Extra-Game Actions that let players develop attachments to the game, be it to future strategies, Characters in the game, or the thematic aspects, can give players Emotional Engrossment. Storytelling, and especially Game Instance Stories, is an example of how both Characters and thematic aspects can developed by players and thereby let them feel they are theirs. This is one example of how performing Extra-Game Actions can be considered Investments in games although they do not need to be parts of specific game instances or explicitly related to changes in the game state. Another is supporting Player Created Game Elements, which also similarly can allow players to have Emotional Engrossment.
Games which allow much Extra-Game Actions can create Grinding.
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay,
Meta Games, Save Files, Spectators Team Development
with Conceal
Relations
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay, Creative Control, Emotional Engrossment, Extra-Game Consequences, Freedom of Choice, Game Instance Stories, Grinding, Player Created Game Elements, Investments, Meta Games, Save Files, Spectators, Team Development
with Conceal
Can Modulate
Can Be Instantiated By
Bookkeeping Tokens, Cameras, Collaborative Actions, Collectible Card Games, Communication Channels, Crafting, Extra-Game Input, Game Element Trading, Game Pauses, Minigames, Multiplayer Games, Negotiation, Persistent Game Worlds, Player Kicking, Player-Planned Development, Pre-Customized Decks, Purchasable Game Advantages, Replays, Save Files, Save Scumming, Save-Load Cycles, Self-Facilitated Rules, Stimulated Planning, Storytelling, Strategic Knowledge, Strategic Planning
Combos together with Hidden Rules
Can Be Modulated By
Game State Overviews, Public Information, Reversibility
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Extra-Game Actions 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
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