Difference between revisions of "Fog of War"

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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
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[[Category:Mechanical Patterns]]
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[[Category:Information Patterns]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
 
''Hiding information about parts of game worlds that are not being observed or have not yet been explored by players.''
 
''Hiding information about parts of game worlds that are not being observed or have not yet been explored by players.''
  
This pattern is a still a stub.
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While many games give players views of game worlds that could not be achieved by any diegetic entity, it in many cases makes sense to limit players' information to that which his or her units could perceive. This juxtaposition between a non-diegetic player's view and the perception possible by diegetic entities is called [[Fog of War]], from the awareness from military leaders that they have to act without full information about the situation.
  
Many strategy games hide information about areas at the beginning of the game, typically marking these areas as grayed out or otherwise covered. As all players are subject to this lack of information they may do actions which would otherwise be bad tactical moves, in one way simulating Fog of Wars of older battlefields. As having knowledge of the surroundings is a tactical advantage, the unexplored areas encourage exploration and to further support this, the edges of the unknown areas often reveal some information, for example having the areas "fogging out" around the edges.
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=== Examples ===
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[[Fog of War]] originated in [[:Category:Wargames|Wargames]] and is here typically limited to the presence of identity of enemy units. Examples of such games include [[Advanced Squad Leader]], [[Rommel in the Desert]], and [[Stratego]]. A futuristic example is [[Space Hulk]].  
  
Fog of War is typically used in an additional way besides hiding the terrain. Even if the areas have been explored, the movement of enemy units through those areas is typically not shown unless under the observation of a player's own units.
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Computer-based [[:Category:Strategy Games|Strategy Games]] can introduce a second level, hiding the game world until explored, since computers can easily handle the added excise. Games that make use of this include the [[Advance Wars series|Advance Wars]], [[Age of Empires series|Age of Empire]], [[Civilization (video game) series|Civilization]], [[Europa Universalis series|Europa Universalis]], and the [[Hearts of Iron series]] but it should be noted that [[Carcassonne]], [[Dominant Species]], [[Drakborgen]], and [[Zombies!!!]] show that [[:Category:Board Games|Board Games]] can also support this type of [[Fog of War]]. For the [[Civilization (video game) series|Civilization series]], players start with just the areas around his or her starting units explored and the choice between whether to put resources into improving ones cities or exploring the environment can make the difference between success and failure in the game. In later installments of the game, some units can be given upgrades that improve their range and thereby lessen the [[Fog of War]].  
 
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=== Examples ===
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The Civilization series of computer games lets the players start with just the areas around his or her starting units explored. The choice between whether to put resources into improving ones cities or exploring the environment, make up a large portion of success or failure in the game.
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Upgrades provide further vision range
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[[Metroid Fusion]] reveals most of the layout of each level and even explicitly indicates the places the player has already visited. The game further indicates the location of the power-ups on the overview map, but not the exact location on the play area. The in-game tactical maps in the [[Battlefield series]] show all terrain features, friendly units, and all enemy units spotted by any friendly units.
  
Metroid Fusion reveals most of the layout of each level and even explicitly indicates the places the player has already visited. The game further indicates the location of the power-ups on the overview map, but not the exact location on the play area. This leads to the player, sometimes frantically, trying to find the exact location of the power-up in the specified area.
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The GiantBomb web site has a page for [[Fog of War]] listing numerous examples<ref name="gb"/>.
  
 
== Using the pattern ==
 
== Using the pattern ==
Two main design choices exist for Fog of War: is the Fog of War shared by all players and does the Fog of War return after players have explored an area? The second design choice can be modulated further by differentiating between a Fog of War that hides the Game World and a Fog of War that does not hide the Game World but does hide game elements in it. Regardless, when the Fog of War returns to an explored area it promotes Memorizing the contents of the areas.
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[[Fog of War]] is used to hide information about [[Game Worlds]], and in addition hide information in [[Mini-maps]] for games that use these. Two main design choices exist for [[Fog of War]]: how is it dispersed and is it divided into a [[Fog of War]] concerning terrain and a [[Fog of War]] concerning [[Units]]. The former is mainly a question of if terrain should be visible from the beginning of game instances or should be revealed the first time the [[Fog of War]] is dispersed for an area. A third alternative is if the game should show the presence of [[Resources]] or if these should be hidden; this creates [[Secret Resources]] and can be considered independently of if a [[Fog of War]] hides the terrain or enemy units (diegetic explanations might be that [[Resources]] need to be prospected or that [[Units]] can hide).  
  
Fog of War relies on the movement and observation ranges of Avatars or Units to explore unknown areas. This provides the game designer with opportunities to provide different levels of proficiency for different Units, giving them Privileged Abilities or Asymmetric Abilities and creating Orthogonal Unit Differentiation. For example, in the real-time strategy game WarCraft II players can choose to build very strong attack units which have limited capabilities for gaining information about the enemy units they encounter. This is an example of applying the Trade-Offs pattern between making Gain Information or Eliminate goals easier, although the actual balance is not easy to judge. One way of creating Fog of War is to use Tile-Laying and having the Tiles upside down until they have been explored. However, this makes the Fog of War common to all players.
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[[Fog of War]] is typically removed for all parts of [[Game Worlds]] in the observational ranges of [[Avatars]] or [[Units]], and restored when these game elements have moved away or been removed from gameplay. The observational ranges are in this sense [[Line of Sight]] functions with a maximum limit. This makes these patterns able to instantiate the pattern even if they functionally remove it during gameplay. [[Installations]] can also work as removers of [[Fog of War]], but since these cannot move, their role in relation to the pattern is to let players keep having overview of a location they have taken control over or in which they have built an [[Installations|Installation]]. Giving these [[Avatars]], [[Units]], and [[Installations]] the ability to affect [[Fog of War]] opens up possibilities of granting some of these [[Privileged Abilities]] in regards to the [[Fog of War]]. Some games, e.g. [[Carcassonne]], [[Drakborgen]], and [[Zombies!!!]], have [[Fog of War]] simply because their [[Game Worlds]] are built during gameplay. For these [[Tile-Laying]] can be said to create the [[Fog of War]] although it like the previous cases actually removes the [[Fog of War]]. This type of [[Fog of War]] is however shared between all players.
 
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Games with Game State Overview typically apply the use of Fog of War at the same level as for the game world. The most common exception can be found in games using Third-Person View. Such games may let players have full view of the area currently visited, in essence having no Fog of War in the Game World view but having one in the Game State Overview which is updated as different parts of the Game World are explored.
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=== Diegetic Aspects ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Fog of War]] is an [[:Category:Information Patterns|Information Pattern]]. In games with [[Combat]], [[Fog of War]] allows for [[Surprise Attacks]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
Fog of War modulates players' perception of Game Worlds and may be a physical property of the worlds. Fog of War provides means of giving Imperfect Information in games with Third-Person Views or God Views that come automatically in games with First-Person Views, and may for Third-Person Views and God Views be modulated by how Cameras can be moved or adjusted. Some type of Fog of War is a requirement for a game if the game is to have Secret Resources or Asymmetric Information. Since knowing the terrain of the Game World allows tactical knowledge, the presence of Fog of War naturally creates Gain Information and, more specifically, Exploration goals.
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[[Fog of War]] modulates players' perception of [[Game Worlds]] or [[Game State Overviews]] by giving them an [[Uncertainty of Information]]. Through this, it provides means of giving [[Imperfect Information]] in games with [[Third-Person Views|Third-Person]] or [[God Views]] comparable to that which comes automatically in games with [[First-Person Views]]. In games where [[Fog of War]] is not the same for all players, it gives them [[Asymmetric Information]], and makes it possible for them to have [[Secret Resources]]. It can modulate [[God Fingers]] so that one has the freedom to move over entire [[Game Worlds]] but without revealing all information within them. In games with [[Reconfigurable Game Worlds]], [[Fog of War]] can require players to engage in [[Memorizing]].
  
Since Fog of War typically does not update current activities in explored areas, the use of the pattern encourages already explored areas to be visited, either on Guard missions for Strategic Locations or on Reconnaissance assignments to locate enemy Units, which can be used as Red Herrings by the game system or by the players themselves.
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Since knowing the terrain of [[Game Worlds]], and what the terrains contain, often give tactical advantages, the presence of [[Fog of War]] naturally creates [[Gain Information]] and, more specifically, [[Game World Exploration]] goals. When [[Fog of War]] comes in two layers, making a difference between what has not been seen at all and that which currently is not seen, the pattern also modulates [[Game World Exploration]] since it encourages players to explore the same areas repeatedly to notice difference. When this becomes a more structure gameplay activity, it is in fact a [[Guard]] or [[Reconnaissance]] goal. Needing to consider [[Fog of War]] in these ways affect how players can and need to do [[Stimulated Planning|Stimulated]] and [[Tactical Planning]].
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 +
[[Fog of War]] can modulate many types of actions through introducing [[Imperfect Information]], but this is probably most directly noticeable in games with [[Combat]].
  
 
== Relations ==
 
== Relations ==
[[Imperfect Information]]
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=== Can Instantiate ===
 +
[[Asymmetric Information]],
 +
[[Gain Information]],
 +
[[Game World Exploration]],
 +
[[Guard]],
 +
[[Imperfect Information]],
 +
[[Reconnaissance]],
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[[Secret Resources]],
 +
[[Uncertainty of Information]]
  
[[Line of Sight]]
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==== with [[Combat]] ====
 
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[[Surprise Attacks]]
=== Can Instantiate ===
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[[Game World Exploration]]
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==== with [[Reconfigurable Game Worlds]] ====
 
==== with [[Reconfigurable Game Worlds]] ====
 
[[Memorizing]]
 
[[Memorizing]]
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 +
==== with [[Resources]] ====
 +
[[Secret Resources]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Combat]],  
 
[[Combat]],  
 +
[[Game State Overviews]],
 
[[Game World Exploration]],  
 
[[Game World Exploration]],  
 
[[Game Worlds]],  
 
[[Game Worlds]],  
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[[God Views]],  
 
[[God Views]],  
 
[[Mini-maps]],  
 
[[Mini-maps]],  
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[[Resources]],
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
 
[[Tactical Planning]],  
 
[[Tactical Planning]],  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Avatars]],  
 
[[Avatars]],  
[[Tile-Laying]]
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[[Installations]],
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[[Line of Sight]],
 +
[[Tile-Laying]],
 +
[[Units]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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An updated version of the pattern ''Fog of War'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
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''or''
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New pattern created in this wiki.
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== References ==
 
== References ==
 
<references>
 
<references>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
 +
<ref name="gb">[http://www.giantbomb.com/fog-of-war/92-14/ Page] on the GiantBomb site for the concept [[Fog of War]].</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==

Latest revision as of 10:44, 16 July 2016

Hiding information about parts of game worlds that are not being observed or have not yet been explored by players.

While many games give players views of game worlds that could not be achieved by any diegetic entity, it in many cases makes sense to limit players' information to that which his or her units could perceive. This juxtaposition between a non-diegetic player's view and the perception possible by diegetic entities is called Fog of War, from the awareness from military leaders that they have to act without full information about the situation.

Examples

Fog of War originated in Wargames and is here typically limited to the presence of identity of enemy units. Examples of such games include Advanced Squad Leader, Rommel in the Desert, and Stratego. A futuristic example is Space Hulk.

Computer-based Strategy Games can introduce a second level, hiding the game world until explored, since computers can easily handle the added excise. Games that make use of this include the Advance Wars, Age of Empire, Civilization, Europa Universalis, and the Hearts of Iron series but it should be noted that Carcassonne, Dominant Species, Drakborgen, and Zombies!!! show that Board Games can also support this type of Fog of War. For the Civilization series, players start with just the areas around his or her starting units explored and the choice between whether to put resources into improving ones cities or exploring the environment can make the difference between success and failure in the game. In later installments of the game, some units can be given upgrades that improve their range and thereby lessen the Fog of War.

Metroid Fusion reveals most of the layout of each level and even explicitly indicates the places the player has already visited. The game further indicates the location of the power-ups on the overview map, but not the exact location on the play area. The in-game tactical maps in the Battlefield series show all terrain features, friendly units, and all enemy units spotted by any friendly units.

The GiantBomb web site has a page for Fog of War listing numerous examples[1].

Using the pattern

Fog of War is used to hide information about Game Worlds, and in addition hide information in Mini-maps for games that use these. Two main design choices exist for Fog of War: how is it dispersed and is it divided into a Fog of War concerning terrain and a Fog of War concerning Units. The former is mainly a question of if terrain should be visible from the beginning of game instances or should be revealed the first time the Fog of War is dispersed for an area. A third alternative is if the game should show the presence of Resources or if these should be hidden; this creates Secret Resources and can be considered independently of if a Fog of War hides the terrain or enemy units (diegetic explanations might be that Resources need to be prospected or that Units can hide).

Fog of War is typically removed for all parts of Game Worlds in the observational ranges of Avatars or Units, and restored when these game elements have moved away or been removed from gameplay. The observational ranges are in this sense Line of Sight functions with a maximum limit. This makes these patterns able to instantiate the pattern even if they functionally remove it during gameplay. Installations can also work as removers of Fog of War, but since these cannot move, their role in relation to the pattern is to let players keep having overview of a location they have taken control over or in which they have built an Installation. Giving these Avatars, Units, and Installations the ability to affect Fog of War opens up possibilities of granting some of these Privileged Abilities in regards to the Fog of War. Some games, e.g. Carcassonne, Drakborgen, and Zombies!!!, have Fog of War simply because their Game Worlds are built during gameplay. For these Tile-Laying can be said to create the Fog of War although it like the previous cases actually removes the Fog of War. This type of Fog of War is however shared between all players.

Interface Aspects

Fog of War is an Information Pattern. In games with Combat, Fog of War allows for Surprise Attacks.

Consequences

Fog of War modulates players' perception of Game Worlds or Game State Overviews by giving them an Uncertainty of Information. Through this, it provides means of giving Imperfect Information in games with Third-Person or God Views comparable to that which comes automatically in games with First-Person Views. In games where Fog of War is not the same for all players, it gives them Asymmetric Information, and makes it possible for them to have Secret Resources. It can modulate God Fingers so that one has the freedom to move over entire Game Worlds but without revealing all information within them. In games with Reconfigurable Game Worlds, Fog of War can require players to engage in Memorizing.

Since knowing the terrain of Game Worlds, and what the terrains contain, often give tactical advantages, the presence of Fog of War naturally creates Gain Information and, more specifically, Game World Exploration goals. When Fog of War comes in two layers, making a difference between what has not been seen at all and that which currently is not seen, the pattern also modulates Game World Exploration since it encourages players to explore the same areas repeatedly to notice difference. When this becomes a more structure gameplay activity, it is in fact a Guard or Reconnaissance goal. Needing to consider Fog of War in these ways affect how players can and need to do Stimulated and Tactical Planning.

Fog of War can modulate many types of actions through introducing Imperfect Information, but this is probably most directly noticeable in games with Combat.

Relations

Can Instantiate

Asymmetric Information, Gain Information, Game World Exploration, Guard, Imperfect Information, Reconnaissance, Secret Resources, Uncertainty of Information

with Combat

Surprise Attacks

with Reconfigurable Game Worlds

Memorizing

with Resources

Secret Resources

Can Modulate

Combat, Game State Overviews, Game World Exploration, Game Worlds, God Fingers, God Views, Mini-maps, Resources, Stimulated Planning, Tactical Planning, Third-Person Views

Can Be Instantiated By

Avatars, Installations, Line of Sight, Tile-Laying, Units

Can Be Modulated By

Privileged Abilities

Possible Closure Effects

-

Potentially Conflicting With

-

History

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

References

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

Acknowledgements