Difference between revisions of "Unwinnable Games"
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''Games that do not have any winning conditions.'' | ''Games that do not have any winning conditions.'' | ||
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=== Examples === | === Examples === | ||
− | Early computer games such as [[Asteroids]] and [[Space Invaders]] were [[Unwinnable Games]] in that gamers were constantly given new obstacles as soon as they overcame their current ones. [[Pac-Man]] is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level[http://en.wikipedia.org/wiki/Pac-Man], making it open for interpretation if reaching the highest possible level in a game equals winning over it. | + | Early computer games such as [[Asteroids]] and [[Space Invaders]] were [[Unwinnable Games]] in that gamers were constantly given new obstacles as soon as they overcame their current ones. [[Pac-Man]] is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level[http://en.wikipedia.org/wiki/Pac-Man], making it open for interpretation if reaching the highest possible level in a game equals winning over it. The casual games [[Staries]] and [[Icy Tower]] are later examples of games that have no winning conditions. |
− | + | Roleplaying games such as [[Dungeons and Dragons]], [[GURPS]] | |
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+ | Massively Multiplayer Games such as [[World of Warcraft]] and [[Eve Online]] | ||
== Using the pattern == | == Using the pattern == | ||
+ | There are two typical reasons for creating [[Unwinnable Games]]. The first reason is that one may wish to reinforce the [[Replayability]] by not making it possible to ever beat the game completely. In the case there exists enforced end conditions, e.g. by strict [[Time Limits]] or [[Steadily Decreasing Resources]]. However to make it possible to compare ones performance with earlier game session there typically also exists [[Trans-Game Information]] (e.g. [[Achievements]] or [[High Score Lists]]) so that [[Meta Games]] are possible. | ||
− | + | The second reason is to create [[Never Ending Stories]], that is, games without any end condition at all. Common in [[Roleplaying]] | |
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Modulated By === | === Modulated By === | ||
− | [[ | + | [[Achievements]], [[High Score Lists]], [[Trans-Game Information]] |
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == | ||
− | + | New pattern created in this wiki. | |
== References == | == References == | ||
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Revision as of 11:54, 14 November 2009
Games that do not have any winning conditions.
Short paragraph giving the description of the pattern while not referring to any other patterns.
Contents
Examples
Early computer games such as Asteroids and Space Invaders were Unwinnable Games in that gamers were constantly given new obstacles as soon as they overcame their current ones. Pac-Man is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level[1], making it open for interpretation if reaching the highest possible level in a game equals winning over it. The casual games Staries and Icy Tower are later examples of games that have no winning conditions.
Roleplaying games such as Dungeons and Dragons, GURPS
Massively Multiplayer Games such as World of Warcraft and Eve Online
Using the pattern
There are two typical reasons for creating Unwinnable Games. The first reason is that one may wish to reinforce the Replayability by not making it possible to ever beat the game completely. In the case there exists enforced end conditions, e.g. by strict Time Limits or Steadily Decreasing Resources. However to make it possible to compare ones performance with earlier game session there typically also exists Trans-Game Information (e.g. Achievements or High Score Lists) so that Meta Games are possible.
The second reason is to create Never Ending Stories, that is, games without any end condition at all. Common in Roleplaying
Diegetic Aspects
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
Interface Aspects
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
Narrative Aspects
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
Consequences
Unwinnable Games can promote Replayability as long as players have Progress Indicators or can create Meta Games through Trans-Game Information such as Achievements or High Score Lists.
Relations
Instantiates
Gameplay Design Pattern Template , Gameplay Design Pattern Template
Modulates
Gameplay Design Pattern Template , Gameplay Design Pattern Template
Instantiated By
Gameplay Design Pattern Template, Gameplay Design Pattern Template
Modulated By
Achievements, High Score Lists, Trans-Game Information
Potentially Conflicting With
Gameplay Design Pattern Template, Gameplay Design Pattern Template
History
New pattern created in this wiki.