Difference between revisions of "Irreversible Events"

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(Created page with 'Category:Patterns Category:Needs work ''The one-sentence "definition" that should be in italics.'' Short paragraph giving the description of the pattern while not referr…')
 
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[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
''The one-sentence "definition" that should be in italics.''
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[[Category:Dynamic Patterns]]
  
Short paragraph giving the description of the pattern while not referring to any other patterns.
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''Actions whose effect on the game state cannot be undone.''
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All events in a game affect the game state but many may be countered by another events, e.g. may a movement in one direction be countered by a movement in the opposite direction. Game state changes that cannot be revert back are the effects of [[Irreversible Events]].
  
 
=== Examples ===
 
=== Examples ===
Some examples, preferably from different genres and with links to wiki pages of the games.
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Pushing a box into a corner in [[Sokoban]] is an [[Irreversible Event|Irreversible Event]] since the box cannot be moved from there, as the boxes can only be pushed and not pulled.
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The Ko (and meta Ko) rule in [[Go]] is used to make it impossible for the game to run into infinite loops and without these some events in the game would be reversible.
  
 
== Using the pattern ==
 
== Using the pattern ==
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Making events into [[Irreversible Events]] can be done by simply making sure that all other events in the whole game design do not affect a specific part of the game state (other events may affect that part of the game state as long as all affect it in the same way or direction). Other ways of making [[Irreversible Events]] are to make actions use [[Non-Renewable Resources]] (in which case the action rather that the consequences of the action may be [[Irreversible Events]]) or create events that give players information. Designed [[Surprises]] are thus a form of [[Irreversible Actions]], and since they are a form of [[Trans-Game Information]], they are even [[Irreversible Actions]] across game sessions. Events that provide [[Strategic Knowledge]] are likewise [[Irreversible Events]] since these also generate [[Trans-Game Information]].
  
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
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The possibility of [[Saving]] makes it impossible to have totally [[Irreversible Events]] in a game if players are willing to make use of [[Save-Load Cycles]]. This can be countered to a certain extent by causing actions to have [[Delayed Effects]] (c.f. [[The Witcher]]) at the cost of [[Predictable Consequences]].
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[[Buttons]] and [[Alarms]] are game elements that can be used to enforce [[Irreversible Events]], in the first case by not being able to be activated more than once and in the second case by not being able to be deactivated once activated (or vice versa). A typical example of a class of [[Irreversible Events]] is [[Leaps of Faith]]. Making the [[Transfer of Control]] of [[Resources]] into [[Irreversible Events]] is part of creating [[Non-Renewable Resources]].
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[[Irreversible Events]] can created to be the consequences of actions but the actions themselves do not have to be irreversible their effect may be since partly or completely prevented if they are [[Interruptible Actions]] or [[Extended Actions]]. Likewise, actions that cause [[Ultra-Powerful Events]] do not have to be [[Irreversible Events]] since other [[Ultra-Powerful Events]] may counter the event after it is completed. An example of this is [[Shrinking Game Worlds]]: these are usually [[Ultra-Powerful Events]] that cannot be affected while they are occurring but after the [[Game World]] has become smaller it may at a later stage expand again.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
Text about how the pattern relates to diegetic elements, interface elements, and narrative structures.
 
  
 
== Consequences ==
 
== Consequences ==
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Every [[Irreversible Events|Irreversible Event]] that a player understand to be irreversible is a closure. Although this can indicate progress or failure clearly, the presence of the pattern may negatively affect [[Experimenting]] since there is no [[Reversability]], and make Puzzle Solving more difficult. Rather, the presence of [[Irreversible Eventss]] promote [[Stimulated Planning and may cause [[Analysis Paralysis]].
  
What effects a patterns has on a design.
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[[Irreversible Events]] are required to progress [[Narrative Structures]] and can be used to provide a condensed history of gameplay in a game session without losing any events that affected the final outcome. Leaving a [[Level]] and not being able to come back to it is an example of a [[Narrative Structure]] can be maintained by [[Irreversible Events]]. An example of how [[Irreversible Events]] can advance the [[Narrative Structure]] in [[Real-Time Games]] without relying on [[Levels]] is to move the places where [[Spawning]] occurs.
  
 
== Relations ==
 
== Relations ==
  
 
=== Instantiates ===
 
=== Instantiates ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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[[Stimulated Planning]], [[Analysis Paralysis]], [[Narrative Structures]]
  
 
=== Modules ===
 
=== Modules ===
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]
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[[Buttons]], [[Ultra-Powerful Events]], [[Shrinking Game World]], [[Spawning]], [[Levels]], [[Transfer of Control]], [[Puzzle Solving]]
  
 
=== Instantiated By ===
 
=== Instantiated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Extended Actions]], [[Surprises]], [[Leaps of Faith]], [[Trans-Game Information]], [[Non-Renewable Resources]]
  
 
=== Modulated By ===
 
=== Modulated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Interruptible Actions]]
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Predictable Consequences]], [[Save-Load Cycles]], [[Experimenting]]
  
 
== History ==
 
== History ==
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.
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An rewrite of the original pattern named [[Irreversible Actions]] in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).
  
 
== References ==
 
== References ==
References to external sources.
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Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
 
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Irreversible Actions
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Actions whose effect on the game state cannot be undone.
+
 
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All actions in a game affect the game state but many may be countered by another action, for example moving in one direction and then moving the same distance in the opposite direction. The actions that do not have other actions that can revert the game state back to its original state are Irreversible Actions.
+
 
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Example: The Ko (and meta Ko) rule in Go is used to make it impossible for the game to run into infinite loops.
+
 
+
Example: Pushing a box into a corner in Sokoban means that the box cannot be moved from there, as the boxes can only be pushed and not pulled.
+
 
+
Using the pattern
+
 
+
Making actions into Irreversible Actions can be done by simply making sure that all other actions in the whole game design do not affect a specific part of the game state. Other actions may affect that part of the game state as long as all actions affect it in the same way or direction. Other ways of making Irreversible Actions are to make the actions use Non-Renewable Resources or those that give players information. Designed Surprises are thus a form of Irreversible Actions, and since they are a form of Trans-Game Information, they areeven Irreversible Actions across game sessions. Actions whose events provide Strategic Knowledge are likewise Irreversible Actions since these also generate Trans-Game Information.
+
 
+
The possibility of Saving makes it impossible to have totally Irreversible Actions in a game but forces players to use Save-Load Cycles. This can be countered to a certain extent by causing actions to have Delayed Effects at the cost of Predictable Consequences.
+
 
+
Buttons and Alarms are game elements that can be used to enforce Irreversible Actions, in the first case by not being able to be activated more than once and in the second case by not being able to be deactivated once activated. A typical example of a class of Irreversible Actions is Leaps of Faith. Making the Transfer of Control of Resources into Irreversible Actions is part of creating Non-Renewable Resources.
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Consequences
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Every Irreversible Action performed is a closure, and since there is no Reversability to their effect, they do not promote Experimenting and make Puzzle Solving more difficult. Rather, they promote Stimulated Planning and may cause Analysis Paralysis.
+
 
+
Irreversible Actions are required to progress Narrative Structures and can be used to provide a condensed history of gameplay in a game session without losing any events that affected the final outcome. Leaving a Level and not being able to come back to it is an example of a Narrative Structure can be maintained by an Irreversible Action. An example of how Irreversible Actions can advance the Narrative Structure in Real-Time Games without relying on Levels is to move the places where Spawning occurs.
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Not all Irreversible Actions are Ultra-Powerful Events, as players may hinder the effect of the actions from taking place if the actions are Extended Actions and Interruptible Actions. Likewise, the actions that caused the Ultra-Powerful Events do not have to be Irreversible Actions since another action can counter the event after it is completed. An example of this is Shrinking Game Worlds: these are usually Ultra-Powerful Events that cannot be affected while they are occurring but after the Game World has become smaller it may at a later stage expand again.
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Relations
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Instantiates: Stimulated Planning, Analysis Paralysis, Narrative Structures
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Modulates: Buttons, Ultra-Powerful Events, Shrinking Game World, Spawning, Levels, Transfer of Control, Puzzle Solving
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Instantiated by: Extended Actions, Surprises, Leaps of Faith, Trans-Game Information, Non-Renewable Resources
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Modulated by: Interruptible Actions
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Potentially conflicting with: Predictable Consequences, Save-Load Cycles, Experimenting
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Revision as of 16:41, 3 November 2009


Actions whose effect on the game state cannot be undone.

All events in a game affect the game state but many may be countered by another events, e.g. may a movement in one direction be countered by a movement in the opposite direction. Game state changes that cannot be revert back are the effects of Irreversible Events.

Examples

Pushing a box into a corner in Sokoban is an Irreversible Event since the box cannot be moved from there, as the boxes can only be pushed and not pulled.

The Ko (and meta Ko) rule in Go is used to make it impossible for the game to run into infinite loops and without these some events in the game would be reversible.

Using the pattern

Making events into Irreversible Events can be done by simply making sure that all other events in the whole game design do not affect a specific part of the game state (other events may affect that part of the game state as long as all affect it in the same way or direction). Other ways of making Irreversible Events are to make actions use Non-Renewable Resources (in which case the action rather that the consequences of the action may be Irreversible Events) or create events that give players information. Designed Surprises are thus a form of Irreversible Actions, and since they are a form of Trans-Game Information, they are even Irreversible Actions across game sessions. Events that provide Strategic Knowledge are likewise Irreversible Events since these also generate Trans-Game Information.

The possibility of Saving makes it impossible to have totally Irreversible Events in a game if players are willing to make use of Save-Load Cycles. This can be countered to a certain extent by causing actions to have Delayed Effects (c.f. The Witcher) at the cost of Predictable Consequences.

Buttons and Alarms are game elements that can be used to enforce Irreversible Events, in the first case by not being able to be activated more than once and in the second case by not being able to be deactivated once activated (or vice versa). A typical example of a class of Irreversible Events is Leaps of Faith. Making the Transfer of Control of Resources into Irreversible Events is part of creating Non-Renewable Resources.

Irreversible Events can created to be the consequences of actions but the actions themselves do not have to be irreversible their effect may be since partly or completely prevented if they are Interruptible Actions or Extended Actions. Likewise, actions that cause Ultra-Powerful Events do not have to be Irreversible Events since other Ultra-Powerful Events may counter the event after it is completed. An example of this is Shrinking Game Worlds: these are usually Ultra-Powerful Events that cannot be affected while they are occurring but after the Game World has become smaller it may at a later stage expand again.

Diegetic Aspects

Consequences

Every Irreversible Event that a player understand to be irreversible is a closure. Although this can indicate progress or failure clearly, the presence of the pattern may negatively affect Experimenting since there is no Reversability, and make Puzzle Solving more difficult. Rather, the presence of Irreversible Eventss promote [[Stimulated Planning and may cause Analysis Paralysis.

Irreversible Events are required to progress Narrative Structures and can be used to provide a condensed history of gameplay in a game session without losing any events that affected the final outcome. Leaving a Level and not being able to come back to it is an example of a Narrative Structure can be maintained by Irreversible Events. An example of how Irreversible Events can advance the Narrative Structure in Real-Time Games without relying on Levels is to move the places where Spawning occurs.

Relations

Instantiates

Stimulated Planning, Analysis Paralysis, Narrative Structures

Modules

Buttons, Ultra-Powerful Events, Shrinking Game World, Spawning, Levels, Transfer of Control, Puzzle Solving

Instantiated By

Extended Actions, Surprises, Leaps of Faith, Trans-Game Information, Non-Renewable Resources

Modulated By

Interruptible Actions

Potentially Conflicting With

Predictable Consequences, Save-Load Cycles, Experimenting

History

An rewrite of the original pattern named Irreversible Actions in the book 'Patterns in Game Design' (Björk & Holopainen, 2004).

References

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