Enforced Player Anonymity

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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

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 (as in Disney's ToonTown Online)

Extra-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

Handles Communication Channels Chat Forums

Canned Text Responses

Extra-Game Information

Can Instantiate

Uncertainty of Information

Can Modulate

Collaborative Actions

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Extra-Game Consequences, Unmediated Social Interaction

History

New pattern created in this wiki.

References

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Acknowledgements

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