Zero-Player Games

From gdp3
Revision as of 09:13, 30 August 2010 by Staffan Björk (Talk | contribs) (Examples)

Jump to: navigation, search


Games where people have no direct choices during the gameplay.

Zero-Player Games[1] are games where players do not directly influence the game sessions. Instead they may have indirect influence, e.g. by creating the rules of how entities in the game should act, or be spectators.

Examples

A weak form of Zero-Player Games can be found in those that do not require actions from humans but allows this at their pleasure. The Sims Series and Conway's Game of Life can be seen as examples of this.

Space Alert can also be seen as a Zero-Player Game in its second phase, since the only things player can do then is to update the game state according to their planned moves (with the exception of claiming to have made mistakes in placing cards and correcting them).

Using the pattern

No Direct Player Influence

Enforced Agent Behavior

One may ask what the purpose of a games is in which players do not perform actions or can make choices. One reason is that they provide the basis of Meta Games where players have Creative Control over the Construction of [[[AI Agents]] in the Zero-Player Game. Other

Strategic Knowledge

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

As mentioned above, Meta Games based upon Zero-Player Games can support Construction and Creative Control. Those supporting Spectators can also provide Strategic Knowledge.

Relations

Can Instantiate

Strategic Knowledge Meta Games Construction Creative Control

Can Modulate

Can Be Instantiated By

No Direct Player Influence

Can Be Modulated By

Spectators

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Wikipedia entry for Zero-Player Games