Excise

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Ancillary actions necessary for gameplay but that do not contribute directly to gameplay.

This pattern is a still a stub.

Note: the concept of Excise comes from the field of Human-Computer Interaction[1].

Examples

Using the pattern

Excise is usually seen as a Negative Pattern which although unwanted occurs as a consequence of wanted design features. Thus, designing for Excise is typically aimed at minimizing the effects of it.

The need for Excise can depend on many different design features.

Handling complex or detailed Abstract Player Constructs, Characters, or Persistent Game Worlds does so because specifics about them need to be found, described, or updated. Game Servers and Game Masters can remove this, but of course the latter requires Excise from the Game Masters themselves (Entitled Players can spread the burden somewhat).

Similarly Complex Gameplay can give rise to Excise because many game elements need to be manipulated (e.g. through

Can Be Instantiated By

Action Programming, Bookkeeping Tokens, Drafting, Game Element Insertion, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Puzzle Solving, Save Scumming, Units, Vehicle Sections, Zero-Player Games

Excise can easily occur in Self-Facilitated Games, especially if these make use of AI Players, Game System Player, detailed Game Worlds, or large numbers of Units.

Can Be Modulated By

Current Player Tokens, First Player Tokens, Score Tracks

Potentially Conflicting With

Dedicated Game Facilitators, Freedom of Choice, Minimalized Social Weight, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles

Resource Caps when Bookkeeping Tokens are used

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Often, performing Excise can be seen as a form of forced No-Ops.

Relations

Can Instantiate

No-Ops

Can Modulate

-

Can Be Instantiated By

Abstract Player Constructs, Action Programming, Bookkeeping Tokens, Characters, Complex Gameplay, Drafting, Game Element Insertion, Game Masters, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Persistent Game Worlds, Puzzle Solving, Save Scumming, Self-Facilitated Games, Units, Vehicle Sections, Zero-Player Games

AI Players, Game System Player, Game Worlds, or Units in Self-Facilitated Games

Can Be Modulated By

Current Player Tokens, Entitled Players, First Player Tokens, Game Servers, Score Tracks

Possible Closure Effects

-

Potentially Conflicting With

Dedicated Game Facilitators, Freedom of Choice, Game Masters, Minimalized Social Weight, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles

Resource Caps when Bookkeeping Tokens are used

History

New pattern created in this wiki.

References

  1. Cooper, A., Reimann, R., Cronin, D. & Noessel, C. (2014). About Face: The Essentials of Interaction Design, 4th edition. Wiley.

Acknowledgements

Karl Bergström