Zero-Player Games
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.
Contents
Examples
Programming Games such as Crobots and P-Robots are typical examples of Zero-Player Games since all player activity takes places before gameplay begins in programming the robots (an alternative view is that the games proper are the meta games of programming, but this still leaves the rules of how the robots can move as Zero-Player Games). RoboCup[2] is a competitions within the robotics community consisting of several different types of Zero-Player Games, including both virtual agents and physical robots.
Seeing each puzzle as its own game, several puzzle games where players need to set up the game and then see it resolve can be seen as Zero-Player Games, e.g. the Incredible Machine game series.
A weaker form yet 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
Having this pattern in a game is mostly a question of not introducing Freedom of Choice during gameplay. However, one may wish to modulate the pattern to provide Creative Control, Illusion of Control or some Freedom of Choice during the set-up phase so that these patterns exist at all in the game. This typically requires that the game supports some form of Strategic Planning. Action Programming to perform Puzzle Solving is one option for this purpose. Another option is to use Construction in the form of programming AI Agents or setting up the initial game state (a form of Player Constructed Worlds). Unless the goal is to provide Puzzle Solving, it is typically required to have sufficiently complex relations within the rule set to create Emergent Gameplay to achieve interesting choices in the set-up phase.
No Direct Player Influence may seem natural to Zero-Player Games, but does not have to. Progress Quest and 4 Minutes and 33 Seconds of Uniqueness are examples of games where players do not have to perform any actions but it is nonetheless important if they (or other people) play. Each challenge in Ricochet Robots is conducted without any player actions and proving the solution afterwards not so much influences the game state as randomizes it slightly for the next challenge.
By definition, Zero-Player Games need some form of Dedicated Game Facilitators. However, besides the usual options of having Game Masters or computer-based facilitators it is also possible to have people playing a Meta Game based on the game perform all necessary update to the game state.
Interface Aspects
Although Zero-Player Games do not need interfaces to provide input while they are progressing, they typically provide some form of output to allow Spectators and thereby enable Meta Games.
Narrative Aspects
Given that Zero-Player Games have no input from players during the game session, the gameplay development is easier to consider narrations than those of other games, even if they may be the results of algorithms.
Consequences
One may ask what the purpose is of having games in which players do not perform actions or can make choices. One reason is that they provide the basis of Meta Games where players can engage in Puzzle Solving or Construction. However, unless Game Masters or computer-based facilitators are used, these games providing the Meta Games can be said to have replaced all gameplay with Excise.
Zero-Player Games supporting Spectators can encourage the development of Strategic Knowledge.
Quite naturally, those Zero-Player Games where one can program AI Agents result in Enforced Agent Behavior.
Relations
Can Instantiate
Dedicated Game Facilitators, Enforced Agent Behavior, Excise, Meta Games, Strategic Knowledge
Can Modulate
-
Can Be Instantiated By
Can Be Modulated By
Action Programming, Construction, Emergent Gameplay, Player Constructed Worlds, Puzzle Solving, Spectators
Potentially Conflicting With
Creative Control, Freedom of Choice, Illusion of Control
Using the pattern
History
New pattern created in this wiki.