Difference between revisions of "Extra-Game Consequences"
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=== Examples === | === Examples === | ||
+ | [[:Category:Gambling Games|Gambling Games]] such as [[Craps]], [[Poker]], and [[Roulette]] all contain rules regarding bets. Although the bets may be about trivial or illusionary resources, it is typically not considered that one is playing the games properly unless the added tension of being able to win or loss money is present. | ||
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+ | Lil’ Green Patch | ||
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+ | ‘sugar beets’ in Farmville | ||
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== Using the pattern == | == Using the pattern == | ||
+ | [[Betting]] is a way to easily add [[Extra-Game Consequences]] to any game. While this can be enforced by [[Dedicated Game Facilitators]] (e.g. casinos), it can for be very difficult for game designers of [[Self-Facilitated Games]] to hinder players from adding this if they wish. | ||
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That some actions within a game has pre-defined effects outside the game system; Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status) | That some actions within a game has pre-defined effects outside the game system; Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status) | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Betting]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:54, 16 January 2011
That some actions within a game has pre-defined effects outside the game system.
This pattern is a still a stub.
Contents
Examples
Gambling Games such as Craps, Poker, and Roulette all contain rules regarding bets. Although the bets may be about trivial or illusionary resources, it is typically not considered that one is playing the games properly unless the added tension of being able to win or loss money is present.
Lil’ Green Patch
‘sugar beets’ in Farmville
Using the pattern
Betting is a way to easily add Extra-Game Consequences to any game. While this can be enforced by Dedicated Game Facilitators (e.g. casinos), it can for be very difficult for game designers of Self-Facilitated Games to hinder players from adding this if they wish.
That some actions within a game has pre-defined effects outside the game system; Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status)
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Extra-Game 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.