Difference between revisions of "Extra-Game Consequences"
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[[Extra-Game Consequences]] can be added into games after they have been released. One example of this can be found in [[FarmVille]], where the developers after the earthquake in Haiti 2009 made it possible to buy the in-game items 'sweet seeds' for real money, and half the profit from these were given to charities.<ref name="vator.tv"/> | [[Extra-Game Consequences]] can be added into games after they have been released. One example of this can be found in [[FarmVille]], where the developers after the earthquake in Haiti 2009 made it possible to buy the in-game items 'sweet seeds' for real money, and half the profit from these were given to charities.<ref name="vator.tv"/> | ||
− | If the skills and knowledge developed when playing games are transferable to other fields have been argued for a long time. [[Go]] and [[Chess]] have been popular among nobility and military as ways of bringing awareness to tactical and strategical aspects of warfare. Besides these, it is not controversial to claim that games with historical settings such as the [[Civilization series|Civilization]], the [[Europa Universalis series|Europa Universalis]], and the [[Hearts of Iron series]] can make players aware of geographical, cultural, and technological facts although these may be presented ahistorically or greatly simplified to academic models. Likewise, [[:Category:Live-Action Roleplaying Games|Live-Action Roleplaying Games]] may require players to learn crafts to prepare and maintain props, both before and during gameplay. An example of a debate subject in the early 21 century is if the experience of being guild leaders in [[:Category:Massively Multiplayer Online Games|MMOGs]] such as [[Ultima Online]] and [[World of Warcraft]] are beneficial to mention in curriculum vitae<ref name="nytimes"/>. | + | If the skills and knowledge developed when playing games are transferable to other fields have been argued for a long time. [[Go]] and [[Chess]] have been popular among nobility and military as ways of bringing awareness to tactical and strategical aspects of warfare. Besides these, it is not controversial to claim that games with historical settings such as the [[Civilization (video game) series|Civilization]], the [[Europa Universalis series|Europa Universalis]], and the [[Hearts of Iron series]] can make players aware of geographical, cultural, and technological facts although these may be presented ahistorically or greatly simplified to academic models. Likewise, [[:Category:Live-Action Roleplaying Games|Live-Action Roleplaying Games]] may require players to learn crafts to prepare and maintain props, both before and during gameplay. An example of a debate subject in the early 21 century is if the experience of being guild leaders in [[:Category:Massively Multiplayer Online Games|MMOGs]] such as [[Ultima Online]] and [[World of Warcraft]] are beneficial to mention in curriculum vitae<ref name="nytimes"/>. |
== Using the pattern == | == Using the pattern == |
Revision as of 14:50, 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
Extra-Game Consequences can be added into games after they have been released. One example of this can be found in FarmVille, where the developers after the earthquake in Haiti 2009 made it possible to buy the in-game items 'sweet seeds' for real money, and half the profit from these were given to charities.[1]
If the skills and knowledge developed when playing games are transferable to other fields have been argued for a long time. Go and Chess have been popular among nobility and military as ways of bringing awareness to tactical and strategical aspects of warfare. Besides these, it is not controversial to claim that games with historical settings such as the Civilization, the Europa Universalis, and the Hearts of Iron series can make players aware of geographical, cultural, and technological facts although these may be presented ahistorically or greatly simplified to academic models. Likewise, Live-Action Roleplaying Games may require players to learn crafts to prepare and maintain props, both before and during gameplay. An example of a debate subject in the early 21 century is if the experience of being guild leaders in MMOGs such as Ultima Online and World of Warcraft are beneficial to mention in curriculum vitae[2].
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[3].
References
- ↑ News article Zynga donates $487,500 to Haiti's children at Vator.tv.
- ↑ News article World of Warcraft Players Need Not Apply at nytimes.com.
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.