Difference between revisions of "Asynchronous Collaborative Actions"

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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
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[[Category:To be Published]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
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''Collaboration between players where the actions do not need to be done simultaneously or be observed by the other collaborators.''
[[Category:Staffan's current workpage]]
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''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Many games allow players to collaborate. In many cases the collaboration is done by players doing actions simultaneously and being able to observe each other, and in these cases players can easily notice that everyone is doing what they committed themselves to doing and how the collaboration progresses. However, collaboration can be achieved by players without them doing the actions at the same time and without them being aware of others' actions as they are being done. In these [[Asynchronous Collaborative Actions]], players have to place trust in other players, and while this may make it more difficult to achieve it at the same time can provide more satisfaction when it works.  
  
 
=== Examples ===
 
=== Examples ===
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[[Momentum]] requires players in each team to do many types of collaboration but not necessarily at together. One example is putting effort into having control of different parts of the game world.
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Social media games such as [[FarmVille]] and [[Zombie Lane]] are weak examples of [[Asynchronous Collaborative Actions]] since the collaboration consists of independent altruistic actions.
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Asynchronous Collaborative Actions]] is basically [[Cooperation]] through [[Asynchronous Gameplay]], but can be seen as a pattern in itself since it gives rise to some consequences that neither of the two more basic patterns do on their own. One primary design choice for the pattern is how many actions in sequence are necessary for the [[Cooperation]] to give benefits, and another is if [[Rewards]] are given out simultaneously or not. While these choices exists for [[Cooperation]] in general, they more strongly affect the probability that it will occur for [[Asynchronous Collaborative Actions]] since players need to trust each other more for these actions.
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While [[Cooperation]] is a clear way to create the pattern, it can also be achieved in more voluntary form through [[Altruistic Actions]]. In this case, the pattern emerges from several individual actions that form as collaboration when viewed together over time.
  
=== Diegetic Aspects ===
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[[Time Limits]] can be used to either make both voluntary and necessary cooperation feel more forced.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Communication Channels]] can be used in order to encourage the [[Asynchronous Collaborative Actions]] since this lets players remind each other. This also increases the likelihood for [[Guilting]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Asynchronous Collaborative Actions]] is more difficult to achieve that [[Cooperation]], and for this reason, it can be a way to provide [[Complex Gameplay]]. It provides a [[Possibility of Anonymity]] since players do not need to observe or directly interact with each other. It does however not in itself enforce the anonymity since players may be able to notice each other and may be able to synchronize the collaboration even if they do not engage in gameplay at the same time. The pattern gives [[Encouraged Return Visits]] when the [[Asynchronous Collaborative Actions]] consist of several steps or can be repeated.
  
== Relations ==
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[[Functional Roles]] can be seen as one consequence of [[Asynchronous Collaborative Actions]] since either the specific [[Abilities]] of players dictate different roles or that the time when they should do the actions define roles. The dependence on others that the pattern creates can cause [[Social Dilemmas]] and make players engage in [[Guilting]].
[[Cooperation]]
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[[Functional Roles]]
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[[Time Limits]]
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[[Guilting]]
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== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Asynchronous Gameplay]],  
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[[Complex Gameplay]],  
 
[[Encouraged Return Visits]],  
 
[[Encouraged Return Visits]],  
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[[Functional Roles]],
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[[Guilting]],
 
[[Possibility of Anonymity]],  
 
[[Possibility of Anonymity]],  
 
[[Social Dilemmas]]
 
[[Social Dilemmas]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Asynchronous Gameplay]] together with [[Altruistic Actions]] or [[Cooperation]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Communication Channels]],
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[[Time Limits]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].
 
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''or''
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New pattern created in this wiki.
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== References ==
 
== References ==
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== Acknowledgements ==
 
== Acknowledgements ==
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-

Latest revision as of 07:33, 21 September 2014

Collaboration between players where the actions do not need to be done simultaneously or be observed by the other collaborators.

Many games allow players to collaborate. In many cases the collaboration is done by players doing actions simultaneously and being able to observe each other, and in these cases players can easily notice that everyone is doing what they committed themselves to doing and how the collaboration progresses. However, collaboration can be achieved by players without them doing the actions at the same time and without them being aware of others' actions as they are being done. In these Asynchronous Collaborative Actions, players have to place trust in other players, and while this may make it more difficult to achieve it at the same time can provide more satisfaction when it works.

Examples

Momentum requires players in each team to do many types of collaboration but not necessarily at together. One example is putting effort into having control of different parts of the game world.

Social media games such as FarmVille and Zombie Lane are weak examples of Asynchronous Collaborative Actions since the collaboration consists of independent altruistic actions.

Using the pattern

Asynchronous Collaborative Actions is basically Cooperation through Asynchronous Gameplay, but can be seen as a pattern in itself since it gives rise to some consequences that neither of the two more basic patterns do on their own. One primary design choice for the pattern is how many actions in sequence are necessary for the Cooperation to give benefits, and another is if Rewards are given out simultaneously or not. While these choices exists for Cooperation in general, they more strongly affect the probability that it will occur for Asynchronous Collaborative Actions since players need to trust each other more for these actions.

While Cooperation is a clear way to create the pattern, it can also be achieved in more voluntary form through Altruistic Actions. In this case, the pattern emerges from several individual actions that form as collaboration when viewed together over time.

Time Limits can be used to either make both voluntary and necessary cooperation feel more forced.

Interface Aspects

Communication Channels can be used in order to encourage the Asynchronous Collaborative Actions since this lets players remind each other. This also increases the likelihood for Guilting.

Consequences

Asynchronous Collaborative Actions is more difficult to achieve that Cooperation, and for this reason, it can be a way to provide Complex Gameplay. It provides a Possibility of Anonymity since players do not need to observe or directly interact with each other. It does however not in itself enforce the anonymity since players may be able to notice each other and may be able to synchronize the collaboration even if they do not engage in gameplay at the same time. The pattern gives Encouraged Return Visits when the Asynchronous Collaborative Actions consist of several steps or can be repeated.

Functional Roles can be seen as one consequence of Asynchronous Collaborative Actions since either the specific Abilities of players dictate different roles or that the time when they should do the actions define roles. The dependence on others that the pattern creates can cause Social Dilemmas and make players engage in Guilting.

Relations

Can Instantiate

Complex Gameplay, Encouraged Return Visits, Functional Roles, Guilting, Possibility of Anonymity, Social Dilemmas

Can Modulate

-

Can Be Instantiated By

Asynchronous Gameplay together with Altruistic Actions or Cooperation

Can Be Modulated By

Communication Channels, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created for this wiki by Staffan Björk.

References

-

Acknowledgements

-