Difference between revisions of "Early Elimination"

From gdp3
Jump to: navigation, search
Line 1: Line 1:
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 +
[[Category:Negative Patterns]]
 +
[[Category:Subjective Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
Line 27: Line 29:
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Early Elimination]] requires that [[Player Elimination]] is possible in a [[Multiplayer Games|Multiplayer Game]], and then that some players can suffer from this well in advance of the game instances ending. An easy way to introduce [[Early Elimination]] is to make the possibilities to complete [[Eliminate]] goals present from the beginning of gameplay, e.g. through using [[Permadeath]]. [[Counter-Strike]] is an example of this where one well-placed shot from an enemy players at once can [[Eliminate]] a player.  
+
[[Early Elimination]] requires that [[Player Elimination]] is possible in a [[Multiplayer Games|Multiplayer Game]], and then that some players can suffer from this well in advance of the game instances ending. An easy way to introduce [[Early Elimination]] is to make the possibilities to complete [[Eliminate]] goals present from the beginning of gameplay, e.g. through using [[Permadeath]]. While this makes it possible that [[Early Elimination]] occurs, building games around [[Last Man Standing]] goals encourage players to force these [[Early Elimination]] on other players. [[Counter-Strike]] is an example of this where one well-placed shot from an enemy players at once can [[Eliminate]] a player. The possibility of [[Player Kicking]] in a game can also lead to [[Early Elimination]] but in this case for social reasons rather than pure gameplay reasons.
 
+
The available actions do not have to instantly Eliminate players. The same can be achieved if the effects of harmful actions can be stacked or accumulated in a short time in such way that the player is taken out of the game.
+
 
+
Early Elimination, however, does not require that the fulfillment of Eliminate goal can take place in the early phases of the game. For example, Monopoly has Early Elimination because it is possible to Eliminate players while there is still potentially hours of remaining play time although more than an hour can already have passed. In case of Monopoly this amount of possible Downtime in social play is often far too long. The length of the possible Downtime is ultimately what matters and has different consequences depending on if the game is played in face to face situation with friends or anonymously over the net. Some of the downsides of Early Elimination can be avoided by setting known Time Limits for the game instances and letting the players modify this Time Limit according to their needs. Another way is to let the Eliminated players participate in the game in some manner, for example, as Spectators or as neutral Enemies for the rest of the players.
+
 
+
=== Can Be Instantiated By ===
+
[[Player Kicking]]
+
 
+
=== Can Be Modulated By ===
+
[[Time Limits]]
+
 
+
[[Limited Gameplay Time]]
+
 
+
[[Last Man Standing]]
+
 
+
=== Diegetic Aspects ===
+
 
+
=== Interface Aspects ===
+
 
+
=== Narrative Aspects ===
+
  
 +
[[Early Elimination]], however, does not require that the fulfillment of [[Eliminate]] goals can take place in early phases of the game. For example, [[Monopoly]] has [[Early Elimination]] even if the elimination may occur after more than an hour's gameplay since there is still potentially several more hours of remaining play time. The length of the possible [[Downtime]] is what ultimately matters if players perceive that they have been eliminated early, but this length differs depending on if a game is played face-to-face with friends or anonymously over the net.
  
 +
[[Early Elimination]] can be countered through many of the ways [[Player Elimination]] can be countered. However, additional solutions exist by regulating the length of the game instances since this affects how long time players can have [[Downtime]]. Two examples are using [[Time Limits]] on the game instances or using strong [[Positive Feedback Loops]] since both these effectively provides [[Limited Gameplay Time]]. Another solution to let players have some meaningful activity during their wait is to let them control neutral [[Enemies]] (although this risks creating [[Kingmaker Situations]]).
  
 
== Consequences ==
 
== Consequences ==
[[Early Elimination]] is, in one sense, just a more drastic version of [[Player Elimination]]. [[Early Elimination]] has similar effects on [[Tension]] as [[Player Elimination]] in [[Multiplayer Games]], but can lead to longer period of [[Downtime]] and make it difficult to keep the affect players interested in the game instances as a whole.  
+
[[Early Elimination]] is, in one sense, just a more drastic version of [[Player Elimination]]. [[Early Elimination]] has similar effects on [[Tension]] as [[Player Elimination]] in [[Multiplayer Games]], but can lead to longer period of [[Downtime]] and make it difficult to keep the affect players interested in the game instances as a whole. It can be seen as both a [[Category:Negative Patterns|Negative]] and [[Category:Subjective Patterns|Subjective]] pattern. This since how negative it is depends much on how much actual time players need to have [[Downtime]] after being elimination and before the players as a whole can start a new activity, and how boring affected players perceive this [[Downtime]].
  
The effect, of course, depends on the average play time of each game instance. Games with naturally short game instances, e.g. through using [[Time Limits]] to create [[Limited Gameplay Time]], may have [[Early Elimination]] without players seeing the resulting [[Downtime]] as a big problem. This is especially true for games that are played in many rounds, as for example [[Counter-Strike]] does.
+
These effects, of course, depend on the average play time of each game instance. Games with naturally short game instances, e.g. through using [[Time Limits]] to create [[Limited Gameplay Time]], may have [[Early Elimination]] without players seeing the resulting [[Downtime]] as a big problem. This is especially true for games that are played in many rounds, as for example [[Counter-Strike]] does.
  
 
== Relations ==
 
== Relations ==
Line 76: Line 60:
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 09:31, 13 July 2011

The ending of players' game sessions well in advance of the end of game instances.

This pattern is a still a stub.

Early Elimination is usually considered to be an unwanted feature in multiplayer games with long play time, especially in the case of face to face board or card games, as the eliminated player remains outside the play for the rest of the game instance.

Examples

Example: it is possible, although quite rare, to eliminate one of the players in Magic: The Gathering in the early phases of the game instance.

Example: in Counter-Strike the players can be killed in very early phases of the game round and they remain outside the play for the rest of the round. Some configurations of Counter-Strike, however, allow the eliminated players to observe what is happening during the game.

Monopoly

Risk

Assassin

Mafia

Using the pattern

Early Elimination requires that Player Elimination is possible in a Multiplayer Game, and then that some players can suffer from this well in advance of the game instances ending. An easy way to introduce Early Elimination is to make the possibilities to complete Eliminate goals present from the beginning of gameplay, e.g. through using Permadeath. While this makes it possible that Early Elimination occurs, building games around Last Man Standing goals encourage players to force these Early Elimination on other players. Counter-Strike is an example of this where one well-placed shot from an enemy players at once can Eliminate a player. The possibility of Player Kicking in a game can also lead to Early Elimination but in this case for social reasons rather than pure gameplay reasons.

Early Elimination, however, does not require that the fulfillment of Eliminate goals can take place in early phases of the game. For example, Monopoly has Early Elimination even if the elimination may occur after more than an hour's gameplay since there is still potentially several more hours of remaining play time. The length of the possible Downtime is what ultimately matters if players perceive that they have been eliminated early, but this length differs depending on if a game is played face-to-face with friends or anonymously over the net.

Early Elimination can be countered through many of the ways Player Elimination can be countered. However, additional solutions exist by regulating the length of the game instances since this affects how long time players can have Downtime. Two examples are using Time Limits on the game instances or using strong Positive Feedback Loops since both these effectively provides Limited Gameplay Time. Another solution to let players have some meaningful activity during their wait is to let them control neutral Enemies (although this risks creating Kingmaker Situations).

Consequences

Early Elimination is, in one sense, just a more drastic version of Player Elimination. Early Elimination has similar effects on Tension as Player Elimination in Multiplayer Games, but can lead to longer period of Downtime and make it difficult to keep the affect players interested in the game instances as a whole. It can be seen as both a and pattern. This since how negative it is depends much on how much actual time players need to have Downtime after being elimination and before the players as a whole can start a new activity, and how boring affected players perceive this Downtime.

These effects, of course, depend on the average play time of each game instance. Games with naturally short game instances, e.g. through using Time Limits to create Limited Gameplay Time, may have Early Elimination without players seeing the resulting Downtime as a big problem. This is especially true for games that are played in many rounds, as for example Counter-Strike does.

Relations

Can Instantiate

Downtime, Tension

Can Modulate

Multiplayer Games, Player Elimination

Can Be Instantiated By

Eliminate, Last Man Standing, Permadeath, Player Kicking

Can Be Modulated By

Limited Gameplay Time, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Early Elimination 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

-