Difference between revisions of "Leaps of Faith"

From gdp3
Jump to: navigation, search
(Consequences)
(Consequences)
Line 41: Line 41:
  
 
== Consequences ==
 
== Consequences ==
 
+
[[Leaps of Faith|Leap of Faith]] situations put players in positions of making [[Risk/Reward]] choices (often in relation to [[Game World Navigation]]) as well as creating [[Tension]]. Performing them can lead to [[Surprises]], especially when designers have specifically set up the situations for this to occur.  
[[Leap of Faith]] situations put players in positions of making [[Risk/Reward]] choices (often in relation to [[Game World Navigation]]) as well as creating [[Tension]]. Performing them can lead to [[Surprises]], especially when designers have specifically set up the situations for this to occur.  
+
  
 
They are [[Irreversible Events]] in themselves since a specific [[Leaps of Faith|Leap of Faith]] cannot be done twice. This also makes [[Leaps of Faith]] difficult to have [[Predictable Consequences]] before they are done but difficult to avoid if the specific action is done again, in the same or another game instance.  
 
They are [[Irreversible Events]] in themselves since a specific [[Leaps of Faith|Leap of Faith]] cannot be done twice. This also makes [[Leaps of Faith]] difficult to have [[Predictable Consequences]] before they are done but difficult to avoid if the specific action is done again, in the same or another game instance.  

Revision as of 08:36, 23 August 2016

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

Can Be Instantiated By

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

Can Be Modulated By

Obstacles

Interface Aspects

Narration Aspects

Consequences

Leap of Faith situations put players in positions of making Risk/Reward choices (often in relation to Game World Navigation) as well as creating Tension. Performing them can lead to Surprises, especially when designers have specifically set up the situations for this to occur.

They are Irreversible Events in themselves since a specific Leap of Faith cannot be done twice. This also makes Leaps of Faith difficult to have Predictable Consequences before they are done but difficult to avoid if the specific action is done again, in the same or another game instance.

Can Modulate

Game World Navigation, Narration Structures

Potentially Conflicting With

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

Relations

Can Instantiate

Irreversible Events, Predictable Consequences, Risk/Reward, Surprises, Tension

with Game World Navigation

Risk/Reward

Can Modulate

Game World Navigation, Narration Structures

Can Be Instantiated By

Actions Have Diegetically Social Consequences, Betrayal, 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

-