Leaps of Faith
Actions that are performed without any guaranteed, or visible, chance of success.
Not all actions in games have predictable outcomes. When a player can see many potential ways of failing an action and no clear ways of how to succeed, performing the action anyway is a Leap of Faith.
Example: the platform game Ghost'n'Goblins had places where the player could not see the other side of a chasm. In order to advance in the game the players had to jump out into the air hoping that there would be something to land on at the other side.
Example: the negotiation game Intrigue has players bribe each other to get jobs in the castles of the other players' masters. However, bribed players do not have to follow promises, and giving bribes are Leaps of Faiths for the briber.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Surprises, Narration Structures
Instantiated by: Imperfect Information, Betrayal, Negotiation, Uncommitted Alliances
Modulated by: Movement Limitations, Inaccessible Areas
Can Instantiate
Irreversible Events, Predictable Consequences, Risk/Reward, Tension
Can Modulate
Can Be Instantiated By
Actions Have Diegetically Social Consequences, Character Defining Actions, Delayed Reciprocity, Experimenting, One-Way Travel, Traps
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Determinable Chance to Succeed, Game State Overviews, Invulnerabilities, Predictable Consequences, Save-Load Cycles
History
An updated version of the pattern Leaps of Faith 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
-