Game Masters

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Facilitators of game worlds, and players interactions with them.

Games containing complex game worlds so complex that not all can be presented at once still need ways of letting players interact with them. This first became an issue for tabletop roleplaying games. These had evolved out of wargames and miniature games which had often dedicated game facilitators keeping track of hidden information. This role evolved into Game Masters (also called Dungeon Masters and Storytellers) responsible for improvising effects of players' actions and creating adventures, campaigns, and whole game worlds. With the appearance of computer-based roleplaying games, programs could replace people in the role of Game Masters at the expense of being able to improvise in response to player actions. To compensate for this, solutions where people and programs share the responsibility of being Game Masters have appeared.

Examples

Dungeons & Dragons was the first commercially successful tabletop roleplaying game and made use of Game Masters under the name of Dungeon Masters. This was soon quickly followed by many other systems such as Basic Roleplaying (including offspring such as Call of Cthulhu and Hârnmaster) and GURPS. The use of Game Masters have continued to be a standard design component in many of the releases which have followed since then, including Paranoia, the various games using the Storytelling System, and Fallen Reich.

The creation of MUDs, computer-based multiplayer roleplaying games using text, such as DragonMud and Kingdoms automated the mundane responsibilities of Game Masters as code but maintained Game Masters under the name of wizards to create new code and revise it as well as solve social conflicts. These Game Masters were recruited from the player base and could still continue as players if they wanted. The commercial massively multiplayer online games that followed (e.g. Ultima Online and World of Warcraft) kept the Game Master position but reserved it for employees.

The game Zendo has a Game master who secretly decides on a secret rule how differently-colored pyramids should be arranged to have Buddha nature. The players play the game by trying to extrapolate the rule from tests, and take turns being Game Masters.

The computer game Sleep is Death shows a somewhat uncommon use of Game Masters in that it has one even if it only has one player.

Using the pattern

Supporting Game Masters in game design consist of providing them with tools to run the game that allows them to shape the gameplay according to their, and the players', wishes. Common tools are an Narration Structures, pre-generated Characters that can be used as Enemies and provide opportunities for Roleplaying. The nature of these tools of course depend on the type of game but also on if the Game Masters are supposed to be people or programs, or any of the two.

One of the responsibilities for Game Masters is to enact Agents other than those under the direct control of players. This commonly includes Characters and Units that are the players' Enemies, but also includes Non-Player Characters and Companions when it is necessary to maintain Diegetic Consistency. When done so, this guarantees Enforced Agent Behavior and can with human Game Masters also provide Open Destiny for them and opportunity for Roleplaying.

Game Masters have great powers of how gameplay develops, including the Freedom of Choice to invoke Ultra-Powerful Events when wanted. However, this can also be used to give players' Exaggerated Perception of Influence. Randomness ran mitigate the power of Game Masters, but using open determination of evaluation functions, e.g. by rolling Dice openly, can hinders them from making Fudged Results to ensure that Narration Structures are maintained and Player Elimination is avoided. The powers of gameplay also allows Game Masters to provide Challenging Gameplay or make Dynamic Difficulty Adjustment to some other level of difficulty. This modulation of player chance can be used to give Balancing Effects so that Player Balance is achieved between players or provide the Right Level of Difficulty for the whole group of players. Although this may cause a Red Queen Dilemma negatively affect Emotional Engrossment if detected, it may be a way to maintain Narration Structures without resorting to Ultra-Powerful Events. The power of Game Masters can cause rule arguments as rules are one of the few ways for players to influence the game besides the ways in which the Game Masters allow. However, Game Masters can also act as judges in rule arguments between players and negotiate Ability Losses for players to ensure Player Balance. Game Masters can also remove any concepts of a Limited Set of Actions as players can describe whatever they wish to do and the game master can determine the outcome.

Game Masters can often be also seen as being partly players since they get to perform many of the same actions as the other players. However, they are players with disproportionate Empowerment over the game due to their Privileged Abilities: they basically have full Creative Control to create and maintain Persistent Game Worlds as their Player Constructed Worlds, and other players only have influence with the permission of the Game Masters. Further, all results in the game can be the Player Decided Results of the Game Masters' will. This means that Game Masters can modulate players' Perceived Chance to Succeed as they wish, including making them feel that some actions have no possibility of success or letting them feel that they have Luck. As they interact with the other players, often through Storytelling or Roleplaying, they promote the presence of Social Interaction in games and allow for Negotiation regarding all aspects of the games. The information they provide about the game state can easily become Indirect Information if that is advantageous since Game Masters can often influence the presentation of the game state significantly, including lying.

As part of the Game Masters' power they can control when players can interact. They can ensure that Downtime is shared equally by players by enforcing Turn Taking and insert Tension by introducing Ephemeral Goals with all players experiencing Downtime at the same time. Looking at another scale, Game Masters abilities to modify Narration Structures as well as taking control over Player Characters make it possible to support Late Arriving Players as well as missing players for part or whole play sessions (a form of Drop-In/Drop-Out support).

Diegetic Aspects

Game Masters are often the portrayer of Game Worlds, and are especially important when they have an Alternative Reality diverging much from reality. As such, they can ensure Diegetic Consistency even when improvising details, and can change details so they become Diegetically Outstanding Features as a way of Dynamic Difficulty Adjustment. Besides the Ultra-Powerful Events that unfold the Narration Structures, Game Masters can create similar effects by taking control of players' actions when the players are not consistent with their the personality of their Player Characters or what is appropriate for the Alternative Reality.

Interface Aspects

The interface aspects related to Game Masters strongly overlap with diegetic and narrative ones, and are describe in these.

Narrative Aspects

Game Masters often have the responsibility of a game's Narration Structure. This may include Storytelling, either the telling of Predetermined Story Structures or improvising as part of Effect Descriptions, but may also be the creation of new parts so that a game can have Never Ending Stories. Sometimes they can include modifying Predetermined Story Structures if these not longer hold due to players actions. They can also negotiate so that the players actions are interpreted as Character Defining Actions.

They provide the most efficient way Cut Scenes can be modulated to fit the players and the game state, since whole Cut Scenes can be done by Storytelling and Roleplaying by the Game Masters themselves. They also guarantee Limited Foresight among the players since any Narration Structures can at any moment be discarded in favor of other plots or storylines. By doing so, they can provide Anticipation, Surprises, and Tension, as well as let players have some Creative Control of the developing story, especially regarding their characters through Planned Character Development. This can in turn provide an Exaggerated Perception of Influence or actually share the influence of a Player Constructed World with the players.

Consequences

Game Masters are one form of Dedicated Game Facilitators, and as the role can switch between players for some of the games using them, they can also be seen as a way to provide Dedicated Game Facilitators in Self-Facilitated Games that are also Multiplayer Games. Game Masters are rare in Single-Player Games (but see Sleep is Death) because the human variety is not cost-efficient and the computer variety may be difficult to distinguish from the rest of the system. Given their power over the rule of a game, Game Masters can, together with the players, provide a Player Decided Rule Setup which can during gameplay be a both Varying and Evolving Rule Set.

Game Masters can both create and remove Excise. They remove it from players by taking it on themselves and for this they can be seen as a form of Non-Player Help, but if people are Game Masters they of course need to do the work (e.g. keeping track of Character Sheets). In another paradox, Game Masters can both give players an Exaggerated Perception of Influence and remove it depending on how the judge the way the Game Masters use their power. By providing tutorship, the presence of Game Masters can provide Smooth Learning Curves for players.

Using Game Masters to control Agents of any kind automatically provides Enforced Agent Behavior, which for human Game Masters at least means enforced to follow their whims. It can also ensure that at least they maintain Diegetic Consistency.

Relations

Can Instantiate

Anticipation, Ability Losses, Agents, Challenging Gameplay, Creative Control, Dedicated Game Facilitators, Diegetic Consistency, Diegetically Outstanding Features, Downtime, Dynamic Difficulty Adjustment, Effect Descriptions, Enforced Agent Behavior, Evolving Rule Sets, Exaggerated Perception of Influence, Excise, Freedom of Choice, Fudged Results, Game Worlds, Indirect Information, Limited Foresight, Limited Set of Actions, Negotiation, Never Ending Stories, Non-Player Help, Open Destiny, Persistent Game Worlds, Planned Character Development, Player Balance, Player Decided Rule Setup, Roleplaying, Smooth Learning Curves, Social Interaction, Storytelling, Surprises, Tension, Turn Taking, Ultra-Powerful Events, Varying Rule Set

Can Modulate

Alternative Reality, Character Defining Actions, Characters, Companions, Enemies, Multiplayer Games, Narration Structures, Non-Player Characters, Player Characters, Predetermined Story Structures, Self-Facilitated Games, Single-Player Games, Units

Can Be Instantiated By

Code, Humans

Can Be Modulated By

Randomness

Possible Closure Effects

-

Potentially Conflicting With

Exaggerated Perception of Influence, Excise

History

An updated version of the pattern Game Masters that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

Marcus Brissman, Martin Fredriksson, Carl Heath, John-Philip Johansson, Johan Peitz, Annika Waern