Difference between revisions of "Helplessness"
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== Using the pattern == | == Using the pattern == | ||
+ | The main concern with using [[Helplessness]] is to consider when it should be applied and what is required for it to end. | ||
− | |||
− | [[ | + | [[Time Limits]] |
− | [[ | + | [[Extended Actions]] |
− | + | ||
− | + | ||
[[Cut Scenes]] | [[Cut Scenes]] | ||
− | [[Multiplayer Games]] open up | + | [[Multiplayer Games]] open up another possibility in that it allows for other players to intervene on the behalf of helpless players, 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 === | === Diegetic Aspects === | ||
Line 37: | Line 34: | ||
== Consequences == | == Consequences == | ||
− | [[Helplessness]] can be seen as [[Ultra-Powerful Events]] | + | Since [[Helplessness]] stops players from affecting the outcome of the game, it enforces [[Downtime]] but with the important distinction that the gameplay progresses and that other players may still be able to act. |
+ | |||
+ | [[Helplessness]] may not be something players perceived as a positive state, and this makes it suitable to use as [[Penalties]]. It can be seen as a way to create [[Ultra-Powerful Events]] which in turn quite easily creates [[Tension]] in the 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]]. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Anticipation]], | [[Anticipation]], | ||
+ | [[Downtime]], | ||
+ | [[No-Ops]], | ||
+ | [[Penalties]], | ||
[[Tension]], | [[Tension]], | ||
[[Ultra-Powerful Events]] | [[Ultra-Powerful Events]] |
Revision as of 20:33, 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
The main concern with using Helplessness is to consider when it should be applied and what is required for it to end.
Multiplayer Games open up another possibility in that it allows for other players to intervene on the behalf of helpless players, 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
Since Helplessness stops players from affecting the outcome of the game, it enforces Downtime but with the important distinction that the gameplay progresses and that other players may still be able to act.
Helplessness may not be something players perceived as a positive state, and this makes it suitable to use as Penalties. It can be seen as a way to create Ultra-Powerful Events which in turn quite easily creates Tension in the 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, Downtime, No-Ops, Penalties, 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
-