Helplessness
From gdp3
Revision as of 19:04, 15 March 2011 by Staffan Björk (Talk | contribs)
Gameplay situations where players cannot themselves affect their situation.
This pattern is a still a stub.
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 Multiplayer Games Delayed Reciprocity
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Helplessness quite easily creates Tension in players, and Anticipation either of being saved or in meeting ones fate.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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
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