Difference between revisions of "Herd"

From gdp3
Jump to: navigation, search
 
(30 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Category:Staffan's current workpage]]
 
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Goal Patterns]]
 
[[Category:Goal Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Patterns created on the Wiki]]
+
''The goal of moving one or more game elements to a location without directly interacting with them.''
[[Category:Stub]]
+
''The one-sentence "definition" that should be in italics.''
+
  
This pattern is a still a stub.
+
Many goals in games consist of getting one or more game elements to a specific location. [[Herd]] goals are variations of this where players cannot directly move the game elements but instead have to affect them by moving other game elements.
 
+
Moving a game element to a location in the game without directly interacting with it.
+
Herd is the goal of making a game element be in a certain location in the game where the movement of the game element cannot be directly control, as for example game element are when being carried.
+
  
 
=== Examples ===
 
=== Examples ===
Example: Pool is an example of herding where players only have one point of control, the cue ball.
+
[[:Category:Pool Games|Pool Games]] such as [[Eight-ball]] and [[Snooker]] are examples of [[Herd]] Goals where players only have one point of control, the cue ball, to move the other balls.
  
Example: Populous allows players to place markers in the game world which make all the people under the player's control move towards the marker.
+
[[Populous]] allows players to place markers in the game world which make all controlled people move towards the marker. [[Lemmings]] provides a variety of tools that can influence the movement of the lemmings under the players' control.  
  
== Using the pattern ==
+
Games where players get quests to guide willing subject to specific points are numerous. Examples include [[Dead Island]] and [[World of Warcraft]], and the [[Assassin's Creed series|Assassin's Creed]], [[Crysis series|Crysis]], [[Everquest series|Everquest]], [[Fable series|Fable]], [[Fallout series|Fallout]] and [[Grand Theft Auto series]].
There are three primary design choices when creating a Herd goal: what to Herd, how the herding is done, and the choice of Goal Point, i. e. where to Herd the game element that is herded.
+
  
The game element to be herded may be able to move, but may be or not be able to do so without influences from the player. The influences for the herded game element to move based on player actions are typically motivated by the Consistent Reality Logic of the game, either as transferal of momentum from other game elements due to Contact, physical forces such as gravity or magnetism, or as emotional reactions such as anger, attraction or fright based for game elements with simulated personalities. Game elements that also move due to other influences or goals can be used to achieve theRight Level of Difficulty of the goal, and may be described as having Herd as a Preventing Goal to the game elements' Traverse goals.
+
The site GiantBomb has pages for ''Guidance Gameplay''<ref name="gb1"/>  and ''Escort Mission''<ref name="gb2"/> whose meanings are both covered by this pattern.
  
The act of herding can be done in two ways, either by creating repulsion or attraction to the game element to be herded. The former case is typically by achieving Contact with the game element to give it momentum, as for example when hitting a ball in Pool with another ball or simulations of game elements with the same magnetic polarity. Example of attractions are resources that are essential for the survival for Units, such as food, or deep gravity wells such as black holes. When constructing a Herd goal, one has the option to use Privileged Movement to make an asymmetrical relationship between the game elements herding and being herded. This is typically used to let the herding game element have freer Movement that the herded game element to modulate the Right Level of Difficulty.
+
== Using the pattern ==
 +
[[Herd]] is a form of [[Deliver]] goal where what has to be delivered can move on its own and not necessarily is cooperating. This creates three primary design choices when creating [[Herd]] goals: what to [[Herd]], how players can influence the [[Movement]] of that which is herded, and where they should be herded.
  
Herd can easily be made to promote Cooperation by making it a Symmetric Goal for several players, so that the players control different game elements that all try to make a game element move into a specific area.
+
Practically any type of game element that can be affected by [[Movement]] are possible candidates for [[Herd]] goals. However, having [[Agents]] as the game elements to be herded is more in line with the common connotations of herding and brings in additional complexities to the goal since the [[Agents]] may intentionally or not move in the wrong directions. While any type of [[Agents]] can be used in this sense, [[Avatars]] are rarely used (examples include multiplayer maps in the [[Half-Life series]] where one specific player needs to be guided and protected by the other players in his or her team to a goal location). Making is possible for that which is herded possible to die (e.g., from [[Enemies]] or [[Environmental Effects]]) introduces [[Survive]] goals and shows a way to make [[Herd]] goals more complicated or challenging.
  
=== Diegetic Aspects ===
+
The most important issue on how players can get the herded game elements moving is that it is through [[Indirect Control]]. This is most often by moving some game elements, which may be [[Avatars]] or [[Units]] but can also be cue balls as in [[Snooker]], and having the movement of the herded game elements changed by direct collisions or by being attracted or repulsed by the proximity to other game elements. Games using this form of herding can be made easier by providing players with [[Privileged Movement]]. The influences for the herded game element to move based on player actions are typically motivated to maintain a [[Thematic Consistency]]. Examples of possible explanations include transferal of momentum from other game elements due to [[Connection]], physical forces such as gravity or magnetism, or effects of emotional reactions such as anger, attraction or fright if the game elements are [[Agents]].
  
=== Interface Aspects ===
+
Like for other [[Deliver]] goals, the end point for [[Herd]] goals can be described as [[Check Points]]. Reaching these can often be made easier be [[Choke Points]] or locations with [[One-Way Travel]] since they  restrict the [[Movement]] of those herded while [[Arenas]] and [[Open Worlds]] can make them more difficult since unwanted [[Movement]] can occur in any direction there.
 
+
=== Narrative Aspects ===
+
  
 
== Consequences ==
 
== Consequences ==
Herd is the Traverse goal of Delivery with Indirect Control and is performed through a form of Collecting actions. Similar to Delivery, Herd can be used to steer players' Movement within the game space but can provide more fluid gameplay as the control of the game element changes easier between teams or within a team or group of Units.
+
As described above, [[Herd]] is basically a [[Deliver]] goal of bringing game elements to a specific [[Check Points|Check Point]] but only having [[Indirect Control]] over them. This goal automatically creates a [[Traverse]] goal and can in many cases have the characteristics of [[Collecting]] actions (especially so if the [[Agents]] can become separated). It is likely to make [[Maneuvering]] more difficult since the [[Movement]] of several game elements need to be considered in real-time. Like many other goal patterns, [[Herd]] can easily be made into explicit gameplay goals as [[Quests]].
  
Herd seldom makes use of Stealth because of the lack of control of the game element being herding.
+
Since players not only need to consider their own possibilities of [[Movement]] but also that of the game elements they are herding  to succeed with [[Herd]] goals, the pattern is likely to open up for [[Spatial Engrossment]]. That players have only [[Indirect Control]] of the [[Agents]] may cause these to be perceived as [[Enemies]], especially in games based on [[Maneuvering]] since here the [[Agents]] can resist herding attempt in real-time. [[Agents]] may in this situation also be seen as having [[Preventing Goals]] of not making the [[Herd]] goals succeed. [[Herd]] may be difficult itself but combined with [[Stealth]] it is more likely to create [[Challenging Gameplay]] as players have to try to be sneaky with something they do not control directly.
 +
 
 +
The use of [[One-Way Travel]] together with [[Herd]] goals creates a [[Goal Hierarchies|Goal Hierarchy]] of [[Herd]] goals.
  
 
== Relations ==
 
== Relations ==
[[Maneuvering]]
+
=== Can Instantiate ===
[[Challenging Gameplay]]
+
[[Collecting]],
[[Avatars]]
+
[[Quests]],
[[Enemies]]
+
[[Spatial Engrossment]],
[[Quests]]
+
[[Movement]]
+
[[Privileged Movement]]
+
 
[[Traverse]]
 
[[Traverse]]
[[Stealth]]
 
  
=== Can Instantiate ===
+
==== with [[Agents]] ====
 +
[[Enemies]],
 +
[[Preventing Goals]]
  
==== with ... ====
+
==== with [[One-Way Travel]] ====
 +
[[Goal Hierarchies]]
 +
 
 +
==== with [[Stealth]] ====
 +
[[Challenging Gameplay]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Maneuvering]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Check Points]],
 +
[[Movement]]
 +
 +
[[Deliver]] together with [[Indirect Control]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Agents]],
 +
[[Arenas]],
 +
[[Choke Points]],
 +
[[Connection]],
 +
[[One-Way Travel]],
 +
[[Open Worlds]],
 +
[[Privileged Movement]],
 +
[[Survive]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==
Line 71: Line 80:
 
<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="gb1">GiantBomb [http://www.giantbomb.com/guidance-gameplay/92-4324/ page] for the concept ''Guidance Gameplay''.</ref>
 +
<ref name="gb2">GiantBomb [http://www.giantbomb.com/escort-mission/92-227/ page] for the concept ''Escort Mission''.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
-
 
-

Latest revision as of 09:08, 11 October 2022

The goal of moving one or more game elements to a location without directly interacting with them.

Many goals in games consist of getting one or more game elements to a specific location. Herd goals are variations of this where players cannot directly move the game elements but instead have to affect them by moving other game elements.

Examples

Pool Games such as Eight-ball and Snooker are examples of Herd Goals where players only have one point of control, the cue ball, to move the other balls.

Populous allows players to place markers in the game world which make all controlled people move towards the marker. Lemmings provides a variety of tools that can influence the movement of the lemmings under the players' control.

Games where players get quests to guide willing subject to specific points are numerous. Examples include Dead Island and World of Warcraft, and the Assassin's Creed, Crysis, Everquest, Fable, Fallout and Grand Theft Auto series.

The site GiantBomb has pages for Guidance Gameplay[1] and Escort Mission[2] whose meanings are both covered by this pattern.

Using the pattern

Herd is a form of Deliver goal where what has to be delivered can move on its own and not necessarily is cooperating. This creates three primary design choices when creating Herd goals: what to Herd, how players can influence the Movement of that which is herded, and where they should be herded.

Practically any type of game element that can be affected by Movement are possible candidates for Herd goals. However, having Agents as the game elements to be herded is more in line with the common connotations of herding and brings in additional complexities to the goal since the Agents may intentionally or not move in the wrong directions. While any type of Agents can be used in this sense, Avatars are rarely used (examples include multiplayer maps in the Half-Life series where one specific player needs to be guided and protected by the other players in his or her team to a goal location). Making is possible for that which is herded possible to die (e.g., from Enemies or Environmental Effects) introduces Survive goals and shows a way to make Herd goals more complicated or challenging.

The most important issue on how players can get the herded game elements moving is that it is through Indirect Control. This is most often by moving some game elements, which may be Avatars or Units but can also be cue balls as in Snooker, and having the movement of the herded game elements changed by direct collisions or by being attracted or repulsed by the proximity to other game elements. Games using this form of herding can be made easier by providing players with Privileged Movement. The influences for the herded game element to move based on player actions are typically motivated to maintain a Thematic Consistency. Examples of possible explanations include transferal of momentum from other game elements due to Connection, physical forces such as gravity or magnetism, or effects of emotional reactions such as anger, attraction or fright if the game elements are Agents.

Like for other Deliver goals, the end point for Herd goals can be described as Check Points. Reaching these can often be made easier be Choke Points or locations with One-Way Travel since they restrict the Movement of those herded while Arenas and Open Worlds can make them more difficult since unwanted Movement can occur in any direction there.

Consequences

As described above, Herd is basically a Deliver goal of bringing game elements to a specific Check Point but only having Indirect Control over them. This goal automatically creates a Traverse goal and can in many cases have the characteristics of Collecting actions (especially so if the Agents can become separated). It is likely to make Maneuvering more difficult since the Movement of several game elements need to be considered in real-time. Like many other goal patterns, Herd can easily be made into explicit gameplay goals as Quests.

Since players not only need to consider their own possibilities of Movement but also that of the game elements they are herding to succeed with Herd goals, the pattern is likely to open up for Spatial Engrossment. That players have only Indirect Control of the Agents may cause these to be perceived as Enemies, especially in games based on Maneuvering since here the Agents can resist herding attempt in real-time. Agents may in this situation also be seen as having Preventing Goals of not making the Herd goals succeed. Herd may be difficult itself but combined with Stealth it is more likely to create Challenging Gameplay as players have to try to be sneaky with something they do not control directly.

The use of One-Way Travel together with Herd goals creates a Goal Hierarchy of Herd goals.

Relations

Can Instantiate

Collecting, Quests, Spatial Engrossment, Traverse

with Agents

Enemies, Preventing Goals

with One-Way Travel

Goal Hierarchies

with Stealth

Challenging Gameplay

Can Modulate

Maneuvering

Can Be Instantiated By

Check Points, Movement

Deliver together with Indirect Control

Can Be Modulated By

Agents, Arenas, Choke Points, Connection, One-Way Travel, Open Worlds, Privileged Movement, Survive

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Herd that was part of the original collection in the book Patterns in Game Design[3].

References

  1. GiantBomb page for the concept Guidance Gameplay.
  2. GiantBomb page for the concept Escort Mission.
  3. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-