Helplessness

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Gameplay situations where players cannot themselves affect their situation.

This pattern is a still a stub.

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

Ultra-Powerful Events

Extended Actions Multiplayer Games Delayed Reciprocity

Exaggerated Perception of Influence

Privileged Abilities

No-Ops

Cut Scenes

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

Anticipation, Tension

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

  1. 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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