Difference between revisions of "Game Element Insertion"

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== Using the pattern ==
 
== Using the pattern ==
The design of [[Game Element Insertion]] consists of considering what game elements should be allowed to be inserted and what mechanism govern when they can be inserted.
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The design of [[Game Element Insertion]] consists of considering what game elements should be allowed to be inserted and what mechanism govern when they can be inserted. A special case of the latter is when players construct the actual game instances by the game elements they insert. This is a form of [[Heterogeneous Game Element Ownership]], where players either put together sets of game elements as strategies (as for example in [[Magic: The Gathering]] or [[Warhammer 40K]]) or encode them in [[AI Players]] (e.g. [[Crobots]]).
  
A special case of the latter is when players construct the actual game instances by the game elements they insert. This is a form of [[Heterogeneous Game Element Ownership]], where players either put together sets of game elements as strategies (as for example in [[Magic: The Gathering]] or [[Warhammer 40K]]) or encode them in [[AI Players]] (e.g. [[Crobots]]).
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All types of game elements can be used for [[Game Element Insertion]] but not too surprising those that are found in greater number in games are also used together with the pattern more often. This makes [[Pick-Ups]], [[Power-Ups]], and [[Units]] common objects of [[Game Element Insertion]]. In this they are [[Resources]] and the insertion of them may through the use of [[Converters]] or [[Resource Generators]].
  
  
[[Resources]]
 
  
[[Converters]]
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[[Player Characters]]
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[[Non-Player Characters]]
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[[Drop-In/Drop-Out]] gameplay
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[[Spawning]]
 
[[Spawning]]
  
[[Power-Ups]]
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Besides players, [[Dedicated Game Facilitators]] can time when [[Game Element Insertion]] should occur. When the facilitators are humans, they can also create the game elements and the rules regarding them.
 
Besides players, [[Dedicated Game Facilitators]] can time when [[Game Element Insertion]] should occur. When the facilitators are humans, they can also create the game elements and the rules regarding them.
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Dedicated Game Facilitators]],  
 
[[Dedicated Game Facilitators]],  
[[Narration Structures]]
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[[Narration Structures]],
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[[Pick-Ups]],
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[[Power-Ups]],
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[[Resources]],
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[[Units]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[AI Players]],  
 
[[AI Players]],  
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[[Converters]],
 
[[Dedicated Game Facilitators]],  
 
[[Dedicated Game Facilitators]],  
 
[[Heterogeneous Game Element Ownership]],  
 
[[Heterogeneous Game Element Ownership]],  
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[[Resource Generators]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 23:10, 28 February 2011

The insertion of game elements into game instances.

Some games introduce new things into the game environment as gameplay progresses. This Game Element Insertion can be used to gradually introduce challenges, let players build constructions, or provide surprised to players.

Examples

The ancient board game Go starts with an empty board which players gradually fill with their stones until placing more stone no longer lets players claim parts of the game area. While all the stones belong to specific sets of the game and are inserted into them, in Warhammer Fantasy Battle and Magic: The Gathering players have to bring their own miniatures and cards respectively that they want to use and thereby create game instance by inserting elements (besides possibly then inserting them into the actual battle. Roleplaying games such as Dungeons & Dragons often have some initial locations with enemies and treasures placed and which can thus be said to be part of the game instances, but to these are added player characters and random encounters, and for campaigns game masters need to add new locations and monsters as well.

Computer games quite often make use of Game Element Insertion since the computer easily can handle these. Some are preplanned by designers, e.g. players of Quake 4 several times experience enemies materializes in front of them only to seconds later also have the same thing happen behind them. In other cases, the time and place of elements appearing are random (even if following certain rules) - an example of this can be found in the power-ups of the Mario Kart series.

Using the pattern

The design of Game Element Insertion consists of considering what game elements should be allowed to be inserted and what mechanism govern when they can be inserted. A special case of the latter is when players construct the actual game instances by the game elements they insert. This is a form of Heterogeneous Game Element Ownership, where players either put together sets of game elements as strategies (as for example in Magic: The Gathering or Warhammer 40K) or encode them in AI Players (e.g. Crobots).

All types of game elements can be used for Game Element Insertion but not too surprising those that are found in greater number in games are also used together with the pattern more often. This makes Pick-Ups, Power-Ups, and Units common objects of Game Element Insertion. In this they are Resources and the insertion of them may through the use of Converters or Resource Generators.



Player Characters Non-Player Characters

Drop-In/Drop-Out gameplay



Spawning



Algorithmic Agents Late Arriving Players Construction

Player Constructed Worlds

Levels

Besides players, Dedicated Game Facilitators can time when Game Element Insertion should occur. When the facilitators are humans, they can also create the game elements and the rules regarding them.

Narrative Aspects

Pre-determined Game Element Insertion are a way of providing progress and Surprises in Narration Structures. While they may not be necessary for all Narration Structures, Never Ending Stories most likely need it to not become repetitious.

Consequences

Game Element Insertion can easily provide Surprises during gameplay, and when done in conjunction with Narration Structures this can support Never Ending Stories.

By pacing the introduction of game elements, Game Element Insertion can easily provide Smooth Learning Curves and Higher-Level Closures as Gameplay Progresses. For games with Dedicated Game Facilitators that can insert game elements embodying new rules, this can also give Evolving Rule Sets. When game elements inserted are not part of the original definitions of possible game elements, the insertion can be seen as a form of Extra-Game Input.

When players control Game Element Insertion this provides them with some measure of Creative Control, which becomes greater when they also create the elements and the rules surrounding them. However, this may also create Excise for the same players.

Relations

Can Instantiate

Creative Control, Excise, Extra-Game Input, Higher-Level Closures as Gameplay Progresses, Never Ending Stories, Smooth Learning Curves, Surprises

with Dedicated Game Facilitators

Evolving Rule Sets

Can Modulate

Dedicated Game Facilitators, Narration Structures, Pick-Ups, Power-Ups, Resources, Units

Can Be Instantiated By

AI Players, Converters, Dedicated Game Facilitators, Heterogeneous Game Element Ownership, Resource Generators

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgments

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