Difference between revisions of "Helplessness"
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | [[Ultra-Powerful Events]] | ||
+ | |||
[[Extended Actions]] | [[Extended Actions]] | ||
[[Multiplayer Games]] | [[Multiplayer Games]] | ||
[[Delayed Reciprocity]] | [[Delayed Reciprocity]] | ||
+ | [[Exaggerated Perception of Influence]] | ||
+ | |||
+ | [[Privileged Abilities]] | ||
+ | |||
+ | [[No-Ops]] | ||
+ | |||
+ | [[Cut Scenes]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 29: | Line 39: | ||
== Consequences == | == Consequences == | ||
[[Helplessness]] quite easily creates [[Tension]] in players, and [[Anticipation]] either of being saved or in meeting ones fate. | [[Helplessness]] quite easily creates [[Tension]] in players, and [[Anticipation]] either of being saved or in meeting ones fate. | ||
+ | |||
+ | It makes it impossible for players affected to have [[Exaggerated Perception of Influence]], but may give it to other players if they have the [[Privileged Abilities]] to save incapacitated players. | ||
== Relations == | == Relations == | ||
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[[Anticipation]], | [[Anticipation]], | ||
[[Tension]] | [[Tension]] | ||
+ | |||
+ | ==== with [[Multiplayer Games]] and [[Privileged Abilities]] ==== | ||
+ | [[Exaggerated Perception of Influence]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | - | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | - | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Exaggerated Perception of Influence]] | ||
== History == | == History == |
Revision as of 19:14, 15 March 2011
Gameplay situations where players cannot themselves affect their situation.
This pattern is a still a stub.
Contents
Examples
Player in the Left 4 Dead series can become incapacitated by falling off ledges, being pinned by infected with special powers, or by simply receiving enough damage. When this occurs players cannot by themselves affect their fate, they have to be saved by other players.
Using the pattern
Extended Actions Multiplayer Games Delayed Reciprocity
Exaggerated Perception of Influence
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Helplessness quite easily creates Tension in players, and Anticipation either of being saved or in meeting ones fate.
It makes it impossible for players affected to have Exaggerated Perception of Influence, but may give it to other players if they have the Privileged Abilities to save incapacitated players.
Relations
Can Instantiate
with Multiplayer Games and Privileged Abilities
Exaggerated Perception of Influence
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Exaggerated Perception of Influence
History
An updated version of the pattern Helplessness first identified in the paper Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games[1].
References
- ↑ Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.
Acknowledgements
-