Helplessness
Gameplay situations where players cannot themselves affect their situation.
This pattern is a still a stub.
Contents
Examples
Player in the Left 4 Dead series can become incapacitated by falling off ledges, being pinned by infected with special powers, or by simply receiving enough damage. When this occurs players cannot by themselves affect their fate, they have to be saved by other players.
Using the pattern
Extended Actions Multiplayer Games Delayed Reciprocity
Exaggerated Perception of Influence
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Helplessness quite easily creates Tension in players, and Anticipation either of being saved or in meeting ones fate.
It makes it impossible for players affected to have Exaggerated Perception of Influence, but if players can save incapacitated players they can instead have it, as well as contextually having a Privileged Ability compared to those in need of help.
Relations
Can Instantiate
with Multiplayer Games
Exaggerated Perception of Influence, Privileged Abilities
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Exaggerated Perception of Influence
History
An updated version of the pattern Helplessness first identified in the paper Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games[1].
References
- ↑ Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.
Acknowledgements
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