Ultra-Powerful Events
Events that cannot be affected by player actions.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Ultra-Powerful Events are either used to make some events always take place, make Extended Actions uninterruptible, or guarantee Delayed Effects or Time Limits. They are one way of ensured that The Show Must Go On. While players cannot stop Ultra-Powerful Events from occurring their effects may not be since other events can counter the changes to the game state the first events caused. Thus, Ultra-Powerful Events may be a good starting point for creating Irreversible Events but designing for this has to take into account Reversibility that can occur from other actions and events. Of course, Reversibility of Ultra-Powerful Events may be desired.
Can Instantiate
with Moveable Tiles
Strategic Knowledge, Rhythm-Based Actions, Timing
Can Modulate
Ability Losses, Game Worlds, Ghosts, Maneuvering, Quick Travel, Turn Taking
Dedicated Game Facilitators and Game Masters can make any event into an Ultra-Powerful Event, for example through Fudged Results or by making players Helpless. Examples of design features whose events are often made into Ultra-Powerful Events include Controllers, Deadly Traps, Location-Fixed Abilities, Movement, One-Way Travel, Quick Returns, Quick Travel, Shrinking Game Worlds, Switches, Traps, and Damage done due to Moveable Tiles.
Can Be Instantiated By
Character Defining Actions are typically also Ultra-Powerful Events (and Irreversible Events) since they wouldn't really be defining characters otherwise.
Diegetic Aspects
Alien Space Bats is one option for introducing Ultra-Powerful Events.
Narration Aspects
Narration Structures and Predetermined Story Structures are primarily constructed through Ultra-Powerful Events, and the presence of these of course heavily influence how Storytelling can be done. Cutscenes and Scripted Information Sequences are Ultra-Powerful Events used nearly exclusively for narrative purposes. Loyalty goals can be used to create some Ultra-Powerful Events, typically to spawn new goals.
Ultra-Powerful Events are a way to introduce guarantee the introduction of Companions.
Consequences
Ultra-Powerful Events are difficult to combine with both Free Game Element Manipulation and Self-Facilitated Games, and they typically affect players' Freedom of Choice. Those which are known in advance work create Anticipation and Hovering Closures while working against Exaggerated Perception of Influence; those that aren't work against players having a Determinable Chance to Succeed. Known Ultra-Powerful Events also led games to having Predictable Consequences, and this can be Strategic Knowledge and make games with it have Stimulated Planning.
When Ultra-Powerful Events take agency away from players they can Downtime and make these players into Spectators.
Relations
Can Instantiate
Anticipation, Companions, Delayed Effects, Downtime, Hovering Closures, Narration Structures, Predictable Consequences, Predetermined Story Structures, Spectators, Stimulated Planning, Strategic Knowledge, Surprise Attacks, Time Limits,
with Moveable Tiles
Strategic Knowledge, Rhythm-Based Actions, Timing
Can Modulate
Ability Losses, Extended Actions, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel, Storytelling, The Show Must Go On, Turn Taking
Can Be Instantiated By
Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Deadly Traps Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Switches, Traps,
Damage together with Moveable Tiles
Can Be Modulated By
Irreversible Events, Reversibility
Possible Closure Effects
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Potentially Conflicting With
Determinable Chance to Succeed, Exaggerated Perception of Influence, Free Game Element Manipulation, Self-Facilitated Games,
History
An updated version of the pattern Ultra-Powerful Events 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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