Extra-Game Input

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Affects on game states whose sources are neither internal nor from players.

This pattern is a still a stub.

Examples

Animal Crossing


Games using sensors do not always qualify as having Extra-Game Input. For example, those that use various types of location sensors (e.g. Geocaching and SCVNGR) use these to make the real world part of the gameplay area. Examples of games where the sensors are used more to create input rather than ground the game include the Boktai series, in which players must place the game cartridge in direct sunlight while playing to recharge their solar guns. The use of Bluetooth devices in Insectopia to generate insects also qualify since the availability of many of these are unpredictable.

Games where different game instances can be influenced by other game instances, from the same game or other games, are also a way of providing Extra-Game Input. Examples of such games include Spore, where races and artifacts created by players are used to create content in other players games, and NetHack, where messages written by a player in one game instance can be found by players in another game instance. In 4 Minutes and 33 Seconds of Uniqueness the only influence players have over the gameplay is when they begin, all other input to the game comes as Extra-Game Input when other players start playing the game. The ability to help other players in CityVille and FarmVille are borderline cases of Extra-Game Input since they must have acknowledged each other as neighbors; the ability of non-players to help by clicking links in Facebook is a stronger example.

Using the pattern

Can Be Instantiated By

Artifact-Artifact Proximity, Coupled Games, Dedicated Game Facilitators, Evolving Rule Sets, Game Element Insertion, Game Masters, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Dedicated Game Facilitators

Can Instantiate

Extra-Game Actions, Events Timed to the Real World, Handles

with Activity Blending

Real Life Activities Affect Game State

Can Modulate

Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay

Relations

Can Instantiate

Extra-Game Actions, Events Timed to the Real World, Handles

with Activity Blending

Real Life Activities Affect Game State

Can Modulate

Encouraged Return Visits, Pervasive Gameplay, Ubiquitous Gameplay

Can Be Instantiated By

Artifact-Artifact Proximity, Coupled Games, Dedicated Game Facilitators, Evolving Rule Sets, Game Element Insertion, Game Masters, Hybrid Spaces, Non-Player Help, Pervasive Gameplay, Purchasable Game Advantages, Ubiquitous Gameplay

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

Updated version of the pattern Extra-Game Input first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz