Helplessness

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Gameplay situations where players cannot themselves affect their situation.

This pattern is a still a stub.

Examples

Player in the Left 4 Dead series can become incapacitated by falling off ledges, being pinned by infected with special powers, or by simply receiving enough damage. When this occurs players cannot by themselves affect their fate, they have to be saved by other players.

Using the pattern

Extended Actions Multiplayer Games Delayed Reciprocity


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Helplessness quite easily creates Tension in players, and Anticipation either of being saved or in meeting ones fate.

Relations

Can Instantiate

Anticipation, Tension

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Helplessness first identified in the paper Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games[1].

References

  1. Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.

Acknowledgements

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