Framed Freedom

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Having a perceived richness in possible choices without feeling tension from having too many of them, or having to prioritize between them.

This pattern is a still a stub.

Examples

e.g. lack of money in Zoo Tycoon or lack of ores in Minecraft

Europa Universalis 3 or not having GAME ITEMS such as animals "unlocked" in Zoo Tycoon or FarmVille

Pottering

Using the pattern

Value of Effort Limited Resources Resource Management Agent Needs Creative Control Player Decided Goals Construction Game Element Insertion Landscaping Crafting Sandbox Gameplay Cheat Codes Game Items

FRAMED FREEDOM saves the players from being overwhelmed with choices. By doing so it enables players to set up reasonable goals in order to provide Satisfaction and VALUE OF EFFORT, and saves them from feeling too much accountability for their own experience, which incidentally, is central to the pottering component of Accountability. The framing can be achieved from LIMITED RESOURCES () and the necessary RESOURCE MANAGEMENT this spawns, but also through AGENT NEEDS. It is often common to frame the activity through limiting the options of how one can interaction with parts of the GAME WORLDS, e.g.

having inaccessible areas of the world in. The main source of freedom in the games studied came from players having the CREATIVE CONTROL to set up PLAYER DECIDED GOALS, often regarding the CONSTRUCTION activities of GAME ELEMENT INSERTION, LANDSCAPING, and CRAFTING. Somewhat paradoxically these goals provide a kind of framing as well, since having a favorite animal one wants to use in Zoo Tycoon or a planned house in The Sims 3 limits what other actions make sense in the game. It does however support an Emotional Flux regarding activities; players can select goals fitting their mood and wanted experience. While the games typically open up for more freedom as gameplay progresses, the presence in several of the cases of modes for SANDBOX GAMEPLAY and CHEAT CODES show how players can be give themselves more freedom if this is wanted.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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