Difference between revisions of "Helplessness"
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''Gameplay situations where players cannot themselves affect their situation.'' | ''Gameplay situations where players cannot themselves affect their situation.'' | ||
− | + | Games may be about putting players in positions where they can make interesting choices but sometimes games takes this away from them. By doing so, they put them in a state of [[Helplessness]] where even if they can notice how the gameplay progresses they are unable to do anything about it. | |
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
− | |||
− | |||
[[Extended Actions]] | [[Extended Actions]] | ||
− | |||
[[Delayed Reciprocity]] | [[Delayed Reciprocity]] | ||
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[[Cut Scenes]] | [[Cut Scenes]] | ||
+ | |||
+ | [[Multiplayer Games]] | ||
+ | [[Helplessness]] can be partial alleviated by letting players | ||
+ | |||
+ | [[Communication Channels]] | ||
+ | |||
+ | [[Negotiation]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
− | [[Helplessness]] quite easily creates [[Tension]] in players, and [[Anticipation]] | + | [[Helplessness]] can be seen as [[Ultra-Powerful Events]] that quite easily creates [[Tension]] in players, and possibly [[Anticipation]] as they notice that effort is being made to help them or that they their fate is being sealed. |
It makes it impossible for players affected to have [[Exaggerated Perception of Influence]], but if players can save incapacitated players they can instead have it, as well as contextually having a [[Privileged Abilities|Privileged Ability]] compared to those in need of help. | It makes it impossible for players affected to have [[Exaggerated Perception of Influence]], but if players can save incapacitated players they can instead have it, as well as contextually having a [[Privileged Abilities|Privileged Ability]] compared to those in need of help. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Anticipation]], | [[Anticipation]], | ||
− | [[Tension]] | + | [[Tension]], |
+ | [[Ultra-Powerful Events]] | ||
==== with [[Multiplayer Games]] ==== | ==== with [[Multiplayer Games]] ==== | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Multiplayer Games]] | |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 20:06, 15 March 2011
Gameplay situations where players cannot themselves affect their situation.
Games may be about putting players in positions where they can make interesting choices but sometimes games takes this away from them. By doing so, they put them in a state of Helplessness where even if they can notice how the gameplay progresses they are unable to do anything about it.
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 Delayed Reciprocity
Exaggerated Perception of Influence
Multiplayer Games Helplessness can be partial alleviated by letting players
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Helplessness can be seen as Ultra-Powerful Events that quite easily creates Tension in players, and possibly Anticipation as they notice that effort is being made to help them or that they their fate is being sealed.
It makes it impossible for players affected to have Exaggerated Perception of Influence, but if players can save incapacitated players they can instead have it, as well as contextually having a Privileged Ability compared to those in need of help.
Relations
Can Instantiate
Anticipation, Tension, Ultra-Powerful Events
with Multiplayer Games
Exaggerated Perception of Influence, Privileged Abilities
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
-