Possibility of Anonymity

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That players have the possibility to not reveal their identities while playing a game.

This pattern is a still a stub.

Examples

Players of online games such as the Battlefield series or the Left 4 Dead series can choose what names they want to be identified by, and by not chatting or using voice communications they can keep other players from knowing who they are. The characters created by players of computer-mediated roleplaying games such Kingdoms, Ultima Online, and World of Warcraft can protect identities in the same fashion, but the effort of maintaining the same alter ego for prolonged period of times usually means that long-time players show their normal selves.

Using the pattern

The trivial solution to providing players with a Possibility of Anonymity is to make Single-Player Games. In other cases, the players need to have their contact with each other mediated through Avatars, Handles, or Player Characters and this requires Dedicated Game Facilitators. Even so, games with Social Interaction may require players to engage in Roleplaying to appear to be somebody they are not if they wish to be anonymous.


Unmediated Social Interaction Freedom of Choice

Public Player Statistics

Interface Aspects

Consequences

As mentioned before, games with Social Interaction may force players to Roleplay to make use of a Possibility of Anonymity.

Relations

Can Instantiate

with Social Interaction =

Roleplaying

with ...

Can Modulate

Can Be Instantiated By

Single-Player Games

Dedicated Game Facilitators together with Handles, Avatars, or Player Characters

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

Johan Peitz