Difference between revisions of "Enforced Player Anonymity"

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(Examples)
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=== Examples ===
 
=== Examples ===
Having the players make up a circle of ''assassination'' contracts, the game [[Assassin]] only lets players know the identity of their target while the rest of the players are unknown until they become targets or one reveal himself or herself by making an ''assassination''.
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Having the players make up a circle of ''assassination'' contracts, the game [[Assassin]] only lets players know the identity of their target while the rest of the players are unknown until they become targets or one reveal himself or herself to their target by making an ''assassination''.
  
 
The [[ESP Game]] uses players' input to tag picture with descriptive words. In order for players not to be able to ''game'' the system by communicating through other channels and simply coordinating their input, the game matches players so they are unlikely to be in the same larger geographical areas - or through letting players to together with replays of other players' actions.
 
The [[ESP Game]] uses players' input to tag picture with descriptive words. In order for players not to be able to ''game'' the system by communicating through other channels and simply coordinating their input, the game matches players so they are unlikely to be in the same larger geographical areas - or through letting players to together with replays of other players' actions.

Revision as of 09:39, 5 March 2011

Games where the players identities are kept secret from each other by the system.

Some games are constructed so they do not work or may have unwanted consequences if players can identify each other. To avoid this they can be designed to have Enforced Player Anonymity so that interaction beyond that available through gameplay actions is either impossible or only possible after some screening process.

Examples

Having the players make up a circle of assassination contracts, the game Assassin only lets players know the identity of their target while the rest of the players are unknown until they become targets or one reveal himself or herself to their target by making an assassination.

The ESP Game uses players' input to tag picture with descriptive words. In order for players not to be able to game the system by communicating through other channels and simply coordinating their input, the game matches players so they are unlikely to be in the same larger geographical areas - or through letting players to together with replays of other players' actions.

Aiming at a young audience, Disney's ToonTown Online has restrictions on what names can be chosen and what words can be used in the in-game chat system.

Using the pattern

The design of Enforced Player Anonymity is mainly about restricting information flow between players through the use of Dedicated Game Facilitators. This means avoiding Unmediated Social Interaction, restricting how Handles and other game elements that can identify players, and if Communication Channels such as Chat Forums are to be allowed at all they need to be restricted in some way, for example through Canned Text Responses.

When Enforced Player Anonymity is used to avoid unwanted Extra-Game Consequences in the form of players revealing to much about themselves to strangers, as in Disney's ToonTown Online, this may be wavered for players that can identify to the system that they know each other. Disney's ToonTown Online does this through allowing players to become True Friends through exchanging six-digit secret code that have to be passed outside the game system - such information is in practice Trans-Game Information.

Interface Aspects

Given that Enforced Player Anonymity is about keeping information about players from other players, the pattern is intrinsically about interfaces and all comments about using the pattern is about this.

Consequences

Enforced Player Anonymity is either used to add Uncertainty of Information to Collaborative Actions or to avoid that Extra-Game Consequences can occur.

Relations

Can Instantiate

Uncertainty of Information

Can Modulate

Collaborative Actions

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Trans-Game Information

Possible Closure Effects

-

Potentially Conflicting With

Chat Forums, Communication Channels, Extra-Game Consequences, Handles, Unmediated Social Interaction

History

New pattern created in this wiki.

References

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Acknowledgements

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