Rhythm-Based Actions
An activity requiring players to time their actions in relation to a rhythm.
Real-time games require players to act due to events that occur in the game. When these required actions occur in rhythm, they force players to perform Rhythm-Based Actions, where the timing and stability over time can be just as important as performing the right action.
Contents
Examples
Example: Pappa the Rapper as well as dancing games such as Dance Dance Revolution require players to hit various buttons in certain combinations while following certain rhythms. Gameplay is eased by having music or songs that have the same rhythm the players must follow.
Example: Early sports games such as Decathlon primarily stimulated sports by requiring players to perform long sequences of Rhythm-Based Actions and judging the outcome from how well the players kept the rhythm.
Using the pattern
Rhythm-Based Actions is a way to require players to perform individual actions in Real-Time Games. The actions themselves typically are simple ones, such as button presses, and the design of the pattern mainly consist of deciding with combinations and what Timing is required.
Extended Actions
Challenging Gameplay
Combos
Rhythm-Based Actions are basically sequences of Extended Actions that require Timing in Real-Time Games. Depending on the nature of the actions, feedback to players takes different forms in Rhythm-Based Actions: where the actions represent dancing and other non-dangerous activities, Progress Indicators and Illusionary Rewards usually provide feedback to how well players are executing the actions, but few Rewards or Penalties that affect the actual activity are given; where the actions are related to Overcome goals or Combat actions such as Combos, failing to keep the rhythm often ends Extended Actions but has no further Penalties; and where the Rhythm-Based Actions have to do with movement-related Combos, the effect of failing to keep the rhythm often means that players have to suffer the Penalties associated with Deadly Traps.
Ultra-Powerful Events,Moveable Tiles, and Enemies with Reconnaissance goals can all be used to require Rhythm-Based Actions in games. The Right Level of Difficulty of these actions can easily be modulated by the tempo that has to be followed and by providing the Right Level of Complexity of the actions that have to be performed in that tempo.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
[[Rhythm-Based Actions] are actions performed with the intentions of achieving temporal [[Configuration] goals in Real-Time Games. The motivation for the Rhythm-Based Actions often comes from games where The Show Must Go On, and the players are either supposed to follow the rhythm of an Agent giving mentorship or to avoid dangers in the world.
By requiring repetitious actions, either in tempo or in type of action, Rhythm-Based Actions can give Sensory-Motoric Engrossment.
Relations
Can Instantiate
Configuration, Sensory-Motoric Engrossment
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A rewrite of the pattern Rhythm-Based Actions 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.
Acknowledgments
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