Difference between revisions of "Helpers"

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[[Companions]],  
 
[[Companions]],  
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
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[[Self-Service Kiosks]],
 
[[Tutorial Neighbors]]
 
[[Tutorial Neighbors]]
  
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
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They can also be used to unfold the Narrative Structure by providing background stories or letting the Helpers change their advice as gameplay progresses.
  
 
== Consequences ==
 
== Consequences ==
Helpers are game elements in Levels or Game Worlds that provide players with Clues. They can also be used to unfold the Narrative Structure by providing background stories or letting the Helpers change their advice as gameplay progresses.
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[[Helpers]] are [[Non-Player Characters]] that help players in [[Levels]] or [[Game Worlds]] by providing players with [[Clues]].  
  
Like Clues, Helpers can support Smooth Learning Curves while only giving Illusionary Rewards since players may not follow or understand the help or advice they are given.
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Like [[Clues]], [[Helpers]] can support [[Smooth Learning Curves]] while only giving Illusionary Rewards since players may not follow or understand the help or advice they are given.
 
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=== Can Instantiate ===
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[[Clues]]
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=== Can Modulate ===
 
=== Can Modulate ===
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Clues]]
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[[Clues]],
 +
[[Smooth Learning Curves]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Companions]],  
 
[[Companions]],  
 
[[Non-Player Characters]],  
 
[[Non-Player Characters]],  
 +
[[Self-Service Kiosks]],
 
[[Tutorial Neighbors]]
 
[[Tutorial Neighbors]]
  

Revision as of 10:24, 3 August 2011

Diegetic characters that help players.

This pattern is a still a stub.

Helpers are game elements presented as diegetic characters that support the players in completing goals by giving advice or by performing actions which the players are not able to perform. They are not under players' control, and typically do not move around in the game world.

Examples

Example: the rumor spreading non-player characters in Ultima series are sometimes directly and sometimes indirectly giving the player advice on how to progress in the game.

Example: each of the games in The Legend of Zelda series contains several helpers from helpful grandmothers to talking boats.

Mario Kart series being towed after falling of courses

Choosing the Mysterious Stranger perk in the Fallout series gives players a certain chance to be helped very temporarily in combat when things look grim. Fallout: New Vegas add a similar perk, Miss Fortune, that deals fatigue damage rather than real damage.

Using the pattern

The Helpers pattern is a direct subpattern of Clues, and as such the design choices relevant to Clues are relevant to Helpers. However, as Helpers typically are represented as living creatures, they may provide different Indirect Information when interacted with several times. This may range from simply rotating through a couple of answers to provide variation to providing new pieces of information when the previous goals have been completed. Further, game designer have to determine if the players can modify the reaction of Helpers by their actions, e. g. gifts, bribes, threats, or direct attacks. Sometimes Helpers can also act as Tools, for example, the Lion Boat in The Legend of Zelda: Wind Waker is also the player's main means of transportation. Helpers can be used to create Red Herrings for the players as the information they provide is rarely Direct Information about the game state.

Game elements can change roles between being Helpers and Units due to the actions of the player, and this can be used to create new subgoals for the player. For example, in Baldur's Gate the player can talk to many non-player characters in the game, but some these characters can also be invited to the player's adventuring party, effectively changing their status from being a Helper to being a Unit.

Can Be Instantiated By

Companions, Non-Player Characters, Self-Service Kiosks, Tutorial Neighbors


Actions Have Diegetically Social Consequences

Diegetic Aspects

Interface Aspects

Narrative Aspects

They can also be used to unfold the Narrative Structure by providing background stories or letting the Helpers change their advice as gameplay progresses.

Consequences

Helpers are Non-Player Characters that help players in Levels or Game Worlds by providing players with Clues.

Like Clues, Helpers can support Smooth Learning Curves while only giving Illusionary Rewards since players may not follow or understand the help or advice they are given.

Can Modulate

Game Worlds, Helplessness, Levels, Quests

Potentially Conflicting With

Enemies

Relations

Can Instantiate

Clues, Smooth Learning Curves

Can Modulate

Game Worlds, Helplessness, Levels, Quests

Can Be Instantiated By

Companions, Non-Player Characters, Self-Service Kiosks, Tutorial Neighbors

Can Be Modulated By

Actions Have Diegetically Social Consequences

Possible Closure Effects

-

Potentially Conflicting With

Enemies

History

An updated version of the pattern Helpers that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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