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
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
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
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
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.