Player Elimination
The forced ending of players' game sessions before game instances are finished.
This pattern is a still a stub.
Player Elimination determines the evaluation function for an end condition in the game in such way that the player's game session is terminated.
Contents
Examples
Players who cannot pay rent in Monopoly even after selling their assets are no longer allowed to play the game.
Most arcade games, e.g. the first versions of Pac-Man, Space Invaders, and Asteroids, end players' game sessions when they have run out of lives.
In Magic: The Gathering, the players whose health level drops below zero are removed completely from play, thus ending their game sessions.
Using the pattern
Player Elimination can be a Negative Pattern if game designers intend to make games where all players begin and end their individual play sessions together. The typical case for this is when games are supposed to support Social Interaction and Togetherness both in and outside the actual gameplay. There are however several reasons why one might want to have Player Elimination in games.
Unwinnable Games nearly always built around have Player Elimination that is inevitable sooner or later; the alternatives, eternal Downtime or goals that cannot be completed, are likely to first frustrate and then bore players. The main exception to this is Roleplaying Games, primarily, that are built upon Never Ending Stories and can be played as long as the players (and Game Masters find these stories compelling. Another reason for having Player Elimination is that the Last Man Standing goal can be based upon it - players win by being the last surviving player in the game instance. Other, weaker, reasons for Player Elimination is to support Limited Gameplay Time and Higher-Level Closures as Gameplay Progresses. These reasons are weaker due to the fact that they are not guaranteed to be supported by the pattern and that they may not apply equally for all players.
The most obvious way to support Player Elimination is - as the name suggested - requires to let players or the game system have possibilities to Eliminate players' Focus Loci and link these eliminations with the eliminations of the player themselves. This consists of either the explicit goal to Eliminate players or that the players can fail in Survive goals. Overcome basic goal with Combat actions is one of the most used compounds for Player Elimination and gives rise to Conflict, but also other end conditions as basic goals are possible for determining the elimination, for example, completing Connection or Enclosure goals or the side effects of Bidding. For example in Tetris, the end condition for the game session is that there is a Connection of blocks from the bottom to the top of the game area. Player Elimination is an Individual Penalty, and quite a heavy one, for the player. In games with Team Play, the elimination of one of the team members is also a form of Shared Penalty, as the performance level of the whole team suffers from it.
Player Elimination can also happen indirectly, e.g. through having lower Scores than other players in Tournaments or failing to complete goals within Time Limits (especially common in Racing Games). Losing all one's supply centers in Diplomacy can be seen as an indirect form of Player Elimination.
Lives and Parallel Lives can be used to give the players, in one sense, additional chances in the game and at the same time have more varied Tension structure in the game. Letting eliminated players continue as Spectators allows them some compensation for not being able to play since they at least can follow the continued gameplay.
Player Killing in itself does not create Player Elimination in Multiplayer Games, but combined with some form of Lives it can speed up the appearance of it in game instances.
In games with Closed Economies, the use of Player Elimination may be the only way to ensure that Resources are gathered in larger and larger groups as gameplay progresses.
The presence of Player Elimination may cause Early Elimination, especially if the pattern is instantiated through Permadeath. Ways of having Player Elimination but letting players have means to avoid it, include Extra Chances and Lives (including Parallel Lives). These however only temporarily avoid the elimination as long as the Extra Chances and Lives are not Renewable Resources. In contrast, the use of Game Masters can - on their sufferance - avoid the pattern infinitely through Fudged Results but also make it happen whenever they feel like it.
Ability Losses,
Internal Rivalry,
Late Arriving Players,
Narrative Aspects
Gives that Characters controlled by players often have prominent parts in Predetermined Story Structures and these roles are rarely planned to die, at least not until the near end of the stories, killing players is likely to cause breakdowns in the Predetermined Story Structures.
Consequences
Player Elimination gives rise to Game Over events for the affected player, and possibly other players as well. The risk for this raises Tension levels for players, as they essentially lose all their Value of Effort in a game if the game session is finished without their consent. The presence of the Player Elimination pattern gives a fundamental presence of the Survive goal - even if this may not be linked to a diegetic presence (such as an Avatar or Character).
The gameplay of Multiplayer Games with Player Elimination can force extended Downtime on eliminated players, especially if there is a possibility of Early Elimination. This can make Player Elimination counteract the possibilities for players to engage in Social Interaction on the same terms and make it difficult for them to experience Togetherness. It goes without saying that games that combine Player Elimination and Teams can lead to Team Elimination.
The presences of Player Elimination works against players having an Exaggerated Perception of Influence since they know that game instances in no way guarantees that they will be allowed to play until the game is won or completed.
Relations
Can Instantiate
Game Over, Higher-Level Closures as Gameplay Progresses, Last Man Standing, Limited Gameplay Time, Unwinnable Games
with Multiplayer Games
with Teams
Can Modulate
Multiplayer Games, Tournaments, Value of Effort
Can Be Instantiated By
Ability Losses, Eliminate, Game Masters, Internal Rivalry, Late Arriving Players, Lives, Permadeath, Parallel Lives, Scores, Time Limits
Can Be Modulated By
Early Elimination, Extra Chances
Possible Closure Effects
-
Potentially Conflicting With
Exaggerated Perception of Influence, Fudged Results, Game Masters, Predetermined Story Structures, Social Interaction, Togetherness
History
An updated version of the pattern Player Elimination 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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