Red Herrings
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This pattern is a still a stub.
Information or potential goals that are designed to either mislead or distract the player Red Herrings can be deliberately designed into the game to provide alternative gameplay paths as distractions to the players. Some games, especially strategy games, also give players themselves the possibility to create Red Herrings as decoys in order to distract or deceive other players. In these cases Red Herrings are used as parts of players' tactics and strategies.
Contents
Examples
Example: the player in Medieval: Total War can set up some of the units as decoys in order to lure other players' units into positions where they are vulnerable to surprise attacks. One common tactic is to hide the archers and cavalry on hills covered by trees and use peasant units to lure the opposing cavalry to charge into a position where archers can volley them down while the player's own cavalry charges downhill to outflank the enemy units.
Example: adventure and roleplaying, especially those with mystery elements, use Red Herrings to give players false clues to make progress more difficult and at the same time more interesting.
Example: random wandering monsters in many roleplaying games can distract and in some cases also mislead players.
Using the pattern
Inserting Red Herrings into a game design is basically a case of misdirecting players regarding how they can solve goals, typically Gain Information or Gain Ownership. The actual misdirection can be done by subverting Clues, Props, Traces, and Helpers.
The use of Helpers is one way to provide misleading Indirect Information to players.
The other way is to let the other players provide Red Herrings in the game. These can be in the form of decoys to help Conceal goals, but can also be Indirect Information provided during Social Interaction. For Red Herrings to work properly almost always require Imperfect Information or Fog of War. It is possible, however, to use decoys as Red Herrings in games of total Perfect Information to give false impressions to other players about a player's true intentions in the game. The same applies to the use of Direct Information: perhaps the only possible way to use it with Red Herrings is to have decoys.
Can Be Instantiated By
Diegetically Outstanding Features, Ephemeral Goals, Information Passing, Traps
Diegetic Aspects
Red Herrings are typically of a diegetic nature (although some may be more related to game interfaces), so they can be considered Diegetic Patterns.
Narrative Aspects
Red Herrings are often present in Predetermined Story Structures, especially those using Detective Structures, to raise the uncertainty regarding how the narrative will progress. It can of course also create Surprises related to the overall plot besides just momentary ones.
Consequences
Red Herrings populate Game Worlds and Levels with irrelevant or misleading content. While this can make Game World Exploration and Navigation more difficult, it can also support Thematic Consistency by providing a more believable amount of content. Discovering that Red Herrings are in fact Red Herrings is likely to be a Surprise, but may also lead to player frustration and work against them feeling a Value of Effort.
The presence of Red Herrings mean that players have a Freedom of Choice while playing, even if there might only be one "correct" alternative. By thus giving players more potential outcomes from actions and more things to consider while playing the game, Red Herrings can create both Complex and Challenging Gameplay, and deciding which actions, information, etc. is worth investigating can be a form of Puzzle Solving. Knowledge that Red Herrings make exist can modulate Anticipation and lead to increased Tension as players are more uncertain about the effects of their efforts.
Red Herrings are potentially conflicting with Supporting Goals in the sense that what to players may seem the latter can turn out to be the former.
Relations
Can Instantiate
Challenging Gameplay, Complex Gameplay, Freedom of Choice, Indirect Information, Puzzle Solving, Surprises, Tension, Thematic Consistency
Can Modulate
Anticipation, Detective Structures, Gain Information, Gain Ownership, Game World Exploration, Game World Navigation, Game Worlds, Levels, Predetermined Story Structures
Can Be Instantiated By
Clues, Diegetically Outstanding Features, Ephemeral Goals, Helpers, Information Passing, Props, Traces, Traps
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Red Herrings that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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