Difference between revisions of "Helplessness"
Line 18: | Line 18: | ||
[[Extended Actions]] | [[Extended Actions]] | ||
− | |||
[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] | ||
Line 38: | Line 37: | ||
== Consequences == | == 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 | + | [[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 in [[Multiplayer Games]] players can instead be made to feel it if they can save incapacitated players. When this occurs, they can contextually be seen as having [[Privileged Abilities]], and saving others can easily create expectations of [[Delayed Reciprocity]]. |
For games where players can ask for help through [[Unmediated Social Interaction]] or [[Communication Channels]], [[Helplessness]] may easily give rise to [[Negotiation]] and [[Guilting]]. | For games where players can ask for help through [[Unmediated Social Interaction]] or [[Communication Channels]], [[Helplessness]] may easily give rise to [[Negotiation]] and [[Guilting]]. | ||
− | |||
== Relations == | == Relations == | ||
Line 55: | Line 53: | ||
==== with [[Multiplayer Games]] ==== | ==== with [[Multiplayer Games]] ==== | ||
[[Exaggerated Perception of Influence]], | [[Exaggerated Perception of Influence]], | ||
+ | [[Delayed Reciprocity]], | ||
[[Privileged Abilities]] | [[Privileged Abilities]] | ||
Revision as of 20:20, 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
Exaggerated Perception of Influence
Multiplayer Games open up the possibility for other players to intervene on the helpless players behalf, as for example done in the Left 4 Dead series. This can further be modulated by letting players have the possibility to request help - this is possible by default in games with Unmediated Social Interaction but may require Communication Channels in others.
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 in Multiplayer Games players can instead be made to feel it if they can save incapacitated players. When this occurs, they can contextually be seen as having Privileged Abilities, and saving others can easily create expectations of Delayed Reciprocity.
For games where players can ask for help through Unmediated Social Interaction or Communication Channels, Helplessness may easily give rise to Negotiation and Guilting.
Relations
Can Instantiate
Anticipation, Tension, Ultra-Powerful Events
with Communication Channels or Unmediated Social Interaction
with Multiplayer Games
Exaggerated Perception of Influence, Delayed Reciprocity, Privileged Abilities
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
with Multiplayer Games
Communication Channels, Unmediated Social Interaction
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
-