Difference between revisions of "Critical Gameplay Design"

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[[Category:Gameplay Arc Patterns]]
 
[[Category:Patterns]]
 
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[[Category:Needs revision]]
 
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[[Category:Needs examples]]
 
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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
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[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''Game designs where the gameplay is intended to cause critical reflection.''
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''Game designs where the game system is intended to cause critical reflection.''
  
 
Games can easily highlight real world aspects with critical perspectives. While this is most easily done through the diegesis and presentation of the game, the dynamics embedded in the game system can also model systems in the real world that designers may wish to draw attention to. Games with the latter approach have [[Critical Gameplay Design]].
 
Games can easily highlight real world aspects with critical perspectives. While this is most easily done through the diegesis and presentation of the game, the dynamics embedded in the game system can also model systems in the real world that designers may wish to draw attention to. Games with the latter approach have [[Critical Gameplay Design]].
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== Using the pattern ==
 
== Using the pattern ==
 
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[[Critical Gameplay Design]] functions by ensuring that the overall development of game instances and game sessions follow certain structures. The first requirement for achieving this is to have decided upon what type of structure one wants to use (typically based upon the same structure be perceived in a real world phenomena). The second requirement is finding patterns supporting this structure. While the synergy between any types of patterns can provide relevant structures, [[Category:Gameplay Arc Patterns|Gameplay Arc Patterns]] are defined by how they structure gameplay development over time. [[Negative Feedback Loops|Negative]] and [[Positive Feedback Loops]] as well as [[Entrenching Gameplay]] and [[Tragedy of the Commons]] are [[Category:Gameplay Arc Patterns|Gameplay Arc Patterns]] that affect the stability of game states over time, while [[Red Queen Dilemma]] lets game states change without changing players' ability to dominate the development. [[Inherent Mistrust]] and [[Social Dilemmas]] are ways in which the game system can affect the perception players have of other agents that can affect the game state.
 
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While this pattern tries to embed the seeds for critical reflection in the game system independently of  
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Critical Gameplay Design]] is intended to make players' reflect critically on some phenomena in the real world. This means that the pattern gives rise to [[Changes in Perception of Real World Phenomena due to Gameplay]].
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Changes in Perception of Real World Phenomena due to Gameplay]]
 
[[Changes in Perception of Real World Phenomena due to Gameplay]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
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[[Entrenching Gameplay]],
[[Red Queen Dilemma]]
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[[Inherent Mistrust]],
[[Positive Feedback Loops]]
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[[Negative Feedback Loops]],
[[Negative Feedback Loops]]
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[[Positive Feedback Loops]],
[[Inherent Mistrust]]
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[[Red Queen Dilemma]],
[[Entrenching Gameplay]]
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[[Social Dilemmas]],
 
[[Tragedy of the Commons]]
 
[[Tragedy of the Commons]]
[[Social Dilemmas]]
 
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==

Revision as of 09:21, 31 August 2012

Game designs where the game system is intended to cause critical reflection.

Games can easily highlight real world aspects with critical perspectives. While this is most easily done through the diegesis and presentation of the game, the dynamics embedded in the game system can also model systems in the real world that designers may wish to draw attention to. Games with the latter approach have Critical Gameplay Design.

The online exhibition [Critical Gameplay] hosts several games that highlights features of games often overlooked by designing counter-examples. While the pattern described here is broader in context, the examples show how gameplay can be designed to stimulate critical reflection.

Examples

Both September 12th and Train make players perform in certain ways as part of their gameplay based on an initial description. However, the designs are intended to make players reconsider their actions when they notice the underlying structure of the game system (in the case of September 12th) or identifying the actual theme of the game (in the case of Train).

Using the pattern

Critical Gameplay Design functions by ensuring that the overall development of game instances and game sessions follow certain structures. The first requirement for achieving this is to have decided upon what type of structure one wants to use (typically based upon the same structure be perceived in a real world phenomena). The second requirement is finding patterns supporting this structure. While the synergy between any types of patterns can provide relevant structures, are defined by how they structure gameplay development over time. Negative and Positive Feedback Loops as well as Entrenching Gameplay and Tragedy of the Commons are that affect the stability of game states over time, while Red Queen Dilemma lets game states change without changing players' ability to dominate the development. Inherent Mistrust and Social Dilemmas are ways in which the game system can affect the perception players have of other agents that can affect the game state.

Consequences

Critical Gameplay Design is intended to make players' reflect critically on some phenomena in the real world. This means that the pattern gives rise to Changes in Perception of Real World Phenomena due to Gameplay.

Relations

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay

Can Modulate

-

Can Be Instantiated By

Entrenching Gameplay, Inherent Mistrust, Negative Feedback Loops, Positive Feedback Loops, Red Queen Dilemma, Social Dilemmas, Tragedy of the Commons

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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