Difference between revisions of "Alarms"

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[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Mechanical Patterns]]
 
[[Category:Mechanical Patterns]]
[[Category:Needs work]]
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[[Category:Needs references]]
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[[Category:Needs revisions]]
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[[Category:Needs examples]]
 
[[Category:Game Element Patterns]]
 
[[Category:Game Element Patterns]]
 
''Alarms are abstract game elements that provide information about particular game state changes.''
 
''Alarms are abstract game elements that provide information about particular game state changes.''
  
Alarms are turned on and off either by manipulating explicit game elements or by inherent actions of the game elements. Alarms can, for instance, show if a forbidden area has been entered or if a certain game elements have been manipulated.
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[[Alarms]] are indicators that can show that important changes in the game state has occurred. This can be that fuel is nearly depleted in a race, a self-destruct has activated, that guards have detected the player's avatar or that an illegal activity has been observed. The activation of an [[Alarms|Alarm]] lets players know that a problem has occurred which likely needs to be dealt with while the de-activation lets them know that they are safer.
  
 
=== Examples ===
 
=== Examples ===
 
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Some team-based first-person shooters, such as Return to [[Return to Castle Wolfenstein: Enemy Territory]], include [[Alarms]] to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team.
Some team-based first-person shooters, such as Return to Castle Wolfenstein: Enemy Territory, include Alarms to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team.
+
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
The main design choices for [[Alarms]] are how they are activated, what [[Diegetically Outstanding Features]] they set off, and if they indicate [[Irreversible Events]] or if they can be turned off. [[Alarms]] may have diegetic counterparts through [[Switches]] but for gameplay [[Alarms]] need only be intangible constructs or simply reactions in [[Agents]].
  
The main design choices for [[Alarms]] are how they are tripped and what [[Outstanding Features]] they set off. Further when designing [[Alarms]], the designer may choose either explicit [[Tools]] or [[Controllers]] to manipulate the Alarms or to have the manipulation of the [[Alarms]] as [[Privileged Abilities]] for certain types of [[Avatars]] or [[Units]]. Using [[Tools]] or [[Controllers]] increases the complexity of the game by allowing such possibilities as deactivating the [[Alarms|Alarm]]when it should not be deactivated, [[Bluffing]] by raising erroneous [[Alarms]], and preventing the raising of Alarms by destroying the means to activate them. All these actions increase the player's [[Freedom of Choice]] but may make it more difficult to guarantee the coherent [[Narrative Structure]] of the game. Having [[Avatars]] or [[Units]] with [[Privileged Abilities]] to raise Alarms may avoid this problem but may break the [[Consistent Reality Logic]].
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Further, designers may choose either explicit [[Tools]] or [[Controllers]] to manipulate the [[Alarms]] or to have the manipulation of the [[Alarms]] as [[Privileged Abilities]] for certain types of [[Avatars]] or [[Units]]. Using [[Tools]] or [[Controllers]] increases the complexity of the game by allowing such possibilities as deactivating the [[Alarms|Alarm]] when it should not be deactivated, [[Bluffing]] by raising erroneous [[Alarms]], and preventing the raising of [[Alarms]] by destroying the means to activate them. All these actions increase the player's [[Freedom of Choice]] but may make it more difficult to guarantee specific [[Predetermined Story Structures]] to occur. Having [[Avatars]] or [[Units]] with [[Privileged Abilities]] to raise [[Alarms]] may avoid this problem but may break the [[Diegetic Consistency]].
  
The activation of the [[Alarms|Alarm]] can signify the failure of a [[Stealth]] or [[Reconnaissance]] goal but can also make the completion of it more difficult by imposing a [[Penalty]]. This [[Penalty]] is often a [[Time Limit]], the introduction of new [[Enemies]], or directing existing [[Enemies]] to the area where the [[Alarms|Alarm]] was raised.
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The activation of the [[Alarms|Alarm]] can signify the failure of a [[Stealth]] or [[Reconnaissance]] goal but can also make the completion of it more difficult by imposing a [[Penalties|Penalty]]. This [[Penalties|Penalty]] is often a [[Time Limit]], the introduction of new [[Enemies]], or directing existing [[Enemies]] to the area where the [[Alarms|Alarm]] was raised.
  
Of course, the pattern can most easily be deigetically be presented as its namesake.
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By their nature of trying to get attention to some problematic state, [[Alarms]] can cause [[Time Pressure]] as they often imply a [[Time Limit]]. An alternative to this is to let the de-activation of an [[Alarms|Alarm]] be a goal.
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 +
=== Diegetic Aspects ===
 +
 
 +
Of course, the pattern can most easily be deigetically be presented in a game as an alarm is some form or other.
  
 
== Consequences ==
 
== Consequences ==
[[Alarms]] are ways to pass information about activities and states within a game, and as such provide a [[Game State Overview]]. When activated by players, an [[Alarms|Alarm]] notifies the players that they have been detected, and this can explain changes in the behavior of [[Enemies]] or the introduction of new [[Enemies]] within the [[Consistent Reality Logic]] of the game. When activated by others, [[Alarms]] can notify players of [[Enemies]] activities. In both cases, raised [[Alarms]] cause [[Disruption of Focused Attention]].
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[[Alarms]] are ways to pass information about activities and states within a game, and as such provide [[Game State Overviews]]. When activated by players, an [[Alarms|Alarm]] notifies the players that they have been detected, and this can explain changes in the behavior of [[Enemies]] or the introduction of new [[Enemies]] within the [[Diegetic Consistency]] of the game. When activated by others, [[Alarms]] can notify players of [[Enemies]] activities. In both cases, they make [[Guard]] goals easier. Raised [[Alarms]] cause [[Disruption of Focused Attention]] and change how players have to relate to [[Game Boards]], [[Game Worlds]], and [[Levels]].
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[[Alarms]] can both help create a [[Thematic Consistency]] and be restricted in how they work by this.
  
 
== Relations ==
 
== Relations ==
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=== Can Instantiate ===
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[[Bluffing]],
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[[Disruption of Focused Attention]],
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[[Predetermined Story Structures]]
  
=== Instantiates ===
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=== Can Modulate ===
[[Disruption of Focused Attention]]
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[[Enemies]],
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[[Game Boards]],
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[[Game Worlds]],
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[[Game State Overviews]],
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[[Guard]],
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[[Levels]],
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[[Rescue]],
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[[Reconnaissance]], [[Stealth]],
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[[Thematic Consistency]]
  
=== Modules ===
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=== Can Be Instantiated By ===
[[Rescue]], [[Reconnaissance]], [[Stealth]], [[Enemies]], [[Game State Overview]]
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[[Switches]]
  
=== Instantiated By ===
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=== Can Be Modulated By ===
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[[Bluffing]],
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[[Controllers]],
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[[Diegetically Outstanding Features]],
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[[Irreversible Events]],
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[[Privileged Abilities]],
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[[Thematic Consistency]],
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[[Tools]]
  
=== Modulated By ===
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=== Possible Closure Effects ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Penalties]]
 
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[[Outstanding Features]], [[Bluffing]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
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[[Diegetic Consistency]]
[[Gameplay Design Pattern Template]]
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+
  
 
== History ==
 
== History ==
This pattern was part of the original collection in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).
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This pattern was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork"/>.
  
 
== References ==
 
== References ==
Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
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<references>
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<ref name="Bjork">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
 +
</references>

Latest revision as of 07:11, 27 August 2021

Alarms are abstract game elements that provide information about particular game state changes.

Alarms are indicators that can show that important changes in the game state has occurred. This can be that fuel is nearly depleted in a race, a self-destruct has activated, that guards have detected the player's avatar or that an illegal activity has been observed. The activation of an Alarm lets players know that a problem has occurred which likely needs to be dealt with while the de-activation lets them know that they are safer.

Examples

Some team-based first-person shooters, such as Return to Return to Castle Wolfenstein: Enemy Territory, include Alarms to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team.

Using the pattern

The main design choices for Alarms are how they are activated, what Diegetically Outstanding Features they set off, and if they indicate Irreversible Events or if they can be turned off. Alarms may have diegetic counterparts through Switches but for gameplay Alarms need only be intangible constructs or simply reactions in Agents.

Further, designers may choose either explicit Tools or Controllers to manipulate the Alarms or to have the manipulation of the Alarms as Privileged Abilities for certain types of Avatars or Units. Using Tools or Controllers increases the complexity of the game by allowing such possibilities as deactivating the Alarm when it should not be deactivated, Bluffing by raising erroneous Alarms, and preventing the raising of Alarms by destroying the means to activate them. All these actions increase the player's Freedom of Choice but may make it more difficult to guarantee specific Predetermined Story Structures to occur. Having Avatars or Units with Privileged Abilities to raise Alarms may avoid this problem but may break the Diegetic Consistency.

The activation of the Alarm can signify the failure of a Stealth or Reconnaissance goal but can also make the completion of it more difficult by imposing a Penalty. This Penalty is often a Time Limit, the introduction of new Enemies, or directing existing Enemies to the area where the Alarm was raised.

By their nature of trying to get attention to some problematic state, Alarms can cause Time Pressure as they often imply a Time Limit. An alternative to this is to let the de-activation of an Alarm be a goal.

Diegetic Aspects

Of course, the pattern can most easily be deigetically be presented in a game as an alarm is some form or other.

Consequences

Alarms are ways to pass information about activities and states within a game, and as such provide Game State Overviews. When activated by players, an Alarm notifies the players that they have been detected, and this can explain changes in the behavior of Enemies or the introduction of new Enemies within the Diegetic Consistency of the game. When activated by others, Alarms can notify players of Enemies activities. In both cases, they make Guard goals easier. Raised Alarms cause Disruption of Focused Attention and change how players have to relate to Game Boards, Game Worlds, and Levels.

Alarms can both help create a Thematic Consistency and be restricted in how they work by this.

Relations

Can Instantiate

Bluffing, Disruption of Focused Attention, Predetermined Story Structures

Can Modulate

Enemies, Game Boards, Game Worlds, Game State Overviews, Guard, Levels, Rescue, Reconnaissance, Stealth, Thematic Consistency

Can Be Instantiated By

Switches

Can Be Modulated By

Bluffing, Controllers, Diegetically Outstanding Features, Irreversible Events, Privileged Abilities, Thematic Consistency, Tools

Possible Closure Effects

Penalties

Potentially Conflicting With

Diegetic Consistency

History

This pattern 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.