Difference between revisions of "Easter Eggs"

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[[Category:Patterns]]
 
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[[Category:Information Patterns]]
 
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[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
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[[Category:Needs references]]
[[Category:Patterns created on the Wiki]]
 
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[[Category:Staffan's current workpage]]
 
 
''Surprises in the game that are not related to the game diegesis.''
 
''Surprises in the game that are not related to the game diegesis.''
  
This pattern is a still a stub.
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[[Easter Eggs]] are surprises put in games that do not directly affect gameplay nor does necessarily advance any story. Often they do not even fit within the reality of the Game World. The design of [[Easter Eggs]] started as programmers' and game designers' ways of protesting against management but soon turned into a gameplay value, encouraging people to explore and replay the games.
 
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Easter Eggs are surprises put in games that do not necessarily advance the game story or even fit within the reality of the Game World. The design of Easter Eggs started as programmers' and game designers' ways of protesting against management but soon turned into a gameplay value, encouraging exploration and people to replay the games.
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=== Examples ===
 
=== Examples ===
The first documented [[Easter Eggs|Easter Egg]] was the text "Created by Robinett." in the game [[Adventure]]. It was put there by its programmer and designer, Warren Robinett. To find it, players had find an object a single pixel large that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This object then had to be carried to a specific wall to let the players enter a secret room which contained the message.
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The first documented [[Easter Eggs|Easter Egg]] was the text "Created by Robinett." in the game [[Adventure]]. It was put there by its programmer and designer, Warren Robinett. To find it, players had to find an object a single pixel large that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This object then had to be carried to a specific wall to let the players enter a secret room which contained the message.
  
[[Easter Eggs]] can vary considerably in sizes. The [[Super Mario Bros. series]] included entire levels as [[Easter Eggs]], including an underwater world that is seemingly endless. Topping this, the whole game [[Maniac Mansion]] is included as an [[Easter Eggs|Easter Egg]] in its sequel [[Day of the Tentacle]].
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[[Easter Eggs]] can vary considerably in sizes. The [[Super Mario series]] included entire levels as [[Easter Eggs]], including an underwater world that is seemingly endless. Topping this, the whole game [[Maniac Mansion]] is included as an [[Easter Eggs|Easter Egg]] in its sequel [[Day of the Tentacle]]. [[Star Trek: The Next Generation]] is worth mentioning since it is a [[:Category:Pinball Games|Pinball Game]] with a [[Breakout]]-like game as an [[Easter Eggs|Easter Egg]].  
  
Game series that repeatedly make use of [[Easter Eggs]] include the [[Dragon Age series|Dragon Age]], [[Grand Theft Auto series|Grand Theft Auto]], [[Halo series|Halo]], and [[Super Smash Bros. Brawl series]].
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Game series that repeatedly make use of [[Easter Eggs]] include the [[Dragon Age series|Dragon Age]], [[Grand Theft Auto series|Grand Theft Auto]], [[Halo series|Halo]], and [[Super Smash Bros. series]].
  
 
For more examples, see the site GiantBomb which has a listing of games with [[Easter Eggs]]<ref name="gb"/>.
 
For more examples, see the site GiantBomb which has a listing of games with [[Easter Eggs]]<ref name="gb"/>.
  
 
== Using the pattern ==
 
== Using the pattern ==
Designing Easter Eggs includes choosing where in the Game World they exist, what they contain, creating possible Clues to ease finding them, and making sure they are Optional Goals. Typical contents of Easter Eggs include Games within Games or Resources to modulate the Right Level of Difficulty. The use of Games within Games and other Easter Eggs that effectively change the mode of play may be more suitable in Single-Player Games, since there is no need to try and synchronize and explain changes of play mode in these types of games.
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Designing [[Easter Eggs]] consisting of what they should contain, where in the [[Game Worlds]] they should exist, and making sure they are [[Optional Goals]]. [[Easter Eggs]] are typically [[Secret Resources]] or [[Extra-Game Information]] (often humorous) but as the [[Day of the Tentacle]] and [[Star Trek: The Next Generation]] examples show, they can also be [[Minigames]]. To make them a challenge to find, they are often put in [[Secret Areas]] which also helps maintain the [[Thematic Consistency]] until they are found - this lets players make a choice between searching for [[Easter Eggs]] and probably experiencing thematic inconsistency or ignore these and probably not have any thematic inconsistencies. [[Minigames]] that are [[Easter Eggs]] do not need to make use of [[Secret Areas]] since they instead change the game presentation (or part of it) when players have found the ways of activating them; this is typically through having them "hidden" in [[Installations]] or other [[Game Worlds|Game World]] objects that can be found by sufficient [[Game World Exploration]].
  
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[[Clues]] can by game designers that wish to make it likelier for players to find their [[Easter Eggs]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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[[Easter Eggs]] typically break [[Thematic Consistency]] since they often take the form of [[Extra-Game Information]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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Since [[Easter Eggs]] is mainly about surprising players and reward them for exploring, it is an [[Category:Information Patterns|Information Pattern]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
Easter Eggs are a way of providing Surprises in games, which are extra-game rewards in addition to any other benefits they give. Knowledge about their existence provides Optional Goals of Exploration and may stimulate Social Interaction between game sessions to pass Trans-Game Information. Easter Eggs may even promote Replayability, since players can have Player Defined Goals to find all Easter Eggs even after completing a game. The Consistent Reality Logic of an Alternative Reality can be negatively affected by Easter Eggs unless they only consist of Resources or purely aesthetic effects.
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[[Easter Eggs]] are a way of providing [[Surprises]] in games by hiding secrets in [[Game Worlds]]. They are often a form of [[Extra-Game Information]] that breaks [[Thematic Consistency]], but do encourage [[Game World Exploration]] and [[Replayability]]. They add social components through creating [[Meta Games]] of finding the [[Easter Eggs]] before others, something that can lead to both [[Game-Based Social Statuses]] and [[Bragging]] and through this to [[Social Interaction]] between players. While this can occur in all types of games, the effects are more profound in [[Single-Player Games]] since these may otherwise not have the patterns. The actual description of [[Easter Eggs]] and their locations are a form of [[Trans-Game Information]] between players.
  
== Relations ==
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While they most often are hidden within [[Secret Areas]] these are typically harder to find than other [[Secret Areas]] in the same game are thereby support [[Challenging Gameplay]] to complete the [[Optional Goals]] of finding these. This of course assumes that players have reasons to believe they exist (which can be either due to [[Clues]] or due to [[Trans-Game Information]] between players).
[[Replayability]]
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[[Challenging Gameplay]]
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[[Single-Player Games]]
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[[Game Worlds]]
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[[Minigames]]
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[[Star Trek: The Next Generation]]
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[[Clues]]
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[[Thematic Consistency]]
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[[Secret Areas]]
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[[Game World Exploration]]
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=== Can Instantiate ===
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Knowledge about their existence provides Optional Goals of Exploration and may stimulate Social Interaction between game sessions to pass Trans-Game Information.
  
==== with ... ====
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== Relations ==
 +
=== Can Instantiate ===
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[[Bragging]],
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[[Game World Exploration]],
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[[Game-Based Social Statuses]],
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[[Meta Games]],
 +
[[Optional Goals]],
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[[Replayability]],
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[[Social Interaction]],
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[[Surprises]],
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[[Trans-Game Information]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Challenging Gameplay]],
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[[Game Worlds]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Extra-Game Information]],
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[[Secret Resources]],
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[[Secret Areas]]
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[[Minigames]] together with [[Game World Exploration]] or [[Installations]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Clues]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Thematic Consistency]]
  
 
== History ==
 
== History ==

Latest revision as of 13:24, 27 September 2014

Surprises in the game that are not related to the game diegesis.

Easter Eggs are surprises put in games that do not directly affect gameplay nor does necessarily advance any story. Often they do not even fit within the reality of the Game World. The design of Easter Eggs started as programmers' and game designers' ways of protesting against management but soon turned into a gameplay value, encouraging people to explore and replay the games.

Examples

The first documented Easter Egg was the text "Created by Robinett." in the game Adventure. It was put there by its programmer and designer, Warren Robinett. To find it, players had to find an object a single pixel large that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This object then had to be carried to a specific wall to let the players enter a secret room which contained the message.

Easter Eggs can vary considerably in sizes. The Super Mario series included entire levels as Easter Eggs, including an underwater world that is seemingly endless. Topping this, the whole game Maniac Mansion is included as an Easter Egg in its sequel Day of the Tentacle. Star Trek: The Next Generation is worth mentioning since it is a Pinball Game with a Breakout-like game as an Easter Egg.

Game series that repeatedly make use of Easter Eggs include the Dragon Age, Grand Theft Auto, Halo, and Super Smash Bros. series.

For more examples, see the site GiantBomb which has a listing of games with Easter Eggs[1].

Using the pattern

Designing Easter Eggs consisting of what they should contain, where in the Game Worlds they should exist, and making sure they are Optional Goals. Easter Eggs are typically Secret Resources or Extra-Game Information (often humorous) but as the Day of the Tentacle and Star Trek: The Next Generation examples show, they can also be Minigames. To make them a challenge to find, they are often put in Secret Areas which also helps maintain the Thematic Consistency until they are found - this lets players make a choice between searching for Easter Eggs and probably experiencing thematic inconsistency or ignore these and probably not have any thematic inconsistencies. Minigames that are Easter Eggs do not need to make use of Secret Areas since they instead change the game presentation (or part of it) when players have found the ways of activating them; this is typically through having them "hidden" in Installations or other Game World objects that can be found by sufficient Game World Exploration.


Clues can by game designers that wish to make it likelier for players to find their Easter Eggs.

Diegetic Aspects

Easter Eggs typically break Thematic Consistency since they often take the form of Extra-Game Information.

Interface Aspects

Since Easter Eggs is mainly about surprising players and reward them for exploring, it is an.

Consequences

Easter Eggs are a way of providing Surprises in games by hiding secrets in Game Worlds. They are often a form of Extra-Game Information that breaks Thematic Consistency, but do encourage Game World Exploration and Replayability. They add social components through creating Meta Games of finding the Easter Eggs before others, something that can lead to both Game-Based Social Statuses and Bragging and through this to Social Interaction between players. While this can occur in all types of games, the effects are more profound in Single-Player Games since these may otherwise not have the patterns. The actual description of Easter Eggs and their locations are a form of Trans-Game Information between players.

While they most often are hidden within Secret Areas these are typically harder to find than other Secret Areas in the same game are thereby support Challenging Gameplay to complete the Optional Goals of finding these. This of course assumes that players have reasons to believe they exist (which can be either due to Clues or due to Trans-Game Information between players).

Knowledge about their existence provides Optional Goals of Exploration and may stimulate Social Interaction between game sessions to pass Trans-Game Information.

Relations

Can Instantiate

Bragging, Game World Exploration, Game-Based Social Statuses, Meta Games, Optional Goals, Replayability, Social Interaction, Surprises, Trans-Game Information

Can Modulate

Challenging Gameplay, Game Worlds

Can Be Instantiated By

Extra-Game Information, Secret Resources, Secret Areas

Minigames together with Game World Exploration or Installations

Can Be Modulated By

Clues

Possible Closure Effects

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Potentially Conflicting With

Thematic Consistency

History

An updated version of the pattern Easter Eggs that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Page on the GiantBomb web site for Easter Eggs.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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