Leaps of Faith

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Actions that are performed without any guaranteed, or visible, chance of success.

Not all actions in games have predictable outcomes. When a player can see many potential ways of failing an action and no clear ways of how to succeed, performing the action anyway is a Leap of Faith.

Example: the platform game Ghost'n'Goblins had places where the player could not see the other side of a chasm. In order to advance in the game the players had to jump out into the air hoping that there would be something to land on at the other side.

Example: the negotiation game Intrigue has players bribe each other to get jobs in the castles of the other players' masters. However, bribed players do not have to follow promises, and giving bribes are Leaps of Faiths for the briber.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Surprises, Narration Structures

Instantiated by: Betrayal,

Modulated by: Movement Limitations, Inaccessible Areas

Can Instantiate

Irreversible Events, Predictable Consequences, Risk/Reward, Tension

with Game World Navigation

Risk/Reward

Can Modulate

Game World Navigation

Can Be Instantiated By

Actions Have Diegetically Social Consequences, Character Defining Actions, Delayed Reciprocity, Experimenting, Imperfect Information, Negotiation, One-Way Travel, Traps, Uncommitted Alliances

Can Be Modulated By

Obstacles

Possible Closure Effects

-

Potentially Conflicting With

Determinable Chance to Succeed, Game State Overviews, Invulnerabilities, Predictable Consequences, Save-Load Cycles

History

An updated version of the pattern Leaps of Faith 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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