Difference between revisions of "Luck"

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== Using the pattern ==
 
== Using the pattern ==
 +
[[Luck]] is hard to explicitly design into games since it is subjective emotion and emergent as well. Instead, different approaches can be taken to maximize the chances for these to occur sometimes during game sessions. This is much easier, most often simply some form of [[Randomness]] is sufficient, and classical ways of providing [[Luck]] through [[Randomness]] include letting players roll [[Dice]] or giving them [[Card Hands]]. Checking against [[Skills]] (e.g. in [[Basic Roleplaying]] and [[Warhammer Fantasy Roleplay]]) or determining one's [[Movement]] and whether one will land on [[Location-Fixed Abilities]] (e.g. in [[Snakes & Ladders]] and [[Monopoly]]) are common examples on how [[Randomness]] is linked with [[Luck]]. [[Risk/Reward]] situations is also a general way of supporting [[Luck]] since players can choose what to do based on how lucky they feel, as is unknown [[Delayed Effects]]. Note that some of these solutions work towards making players feel lucky when an outcome is revealed while others work against players being able to feel lucky while the outcome is determined, regardless if they will actually feel this when the outcome is revealed.
  
[[Luck]] is hard to explicitly design into games since it is subjective emotion and emergent as well. Instead, different approaches can be taken to maximize the chances for these to occur sometimes during game sessions.
+
Other, more specific, ways of supporting [[Luck]] without changing probabilities of actual success is to provide players with multiple [[Drawing Stacks]] to draw from or allowing them to choose with [[Dice]] to use. Introducing [[Critical Hits]] is a way of augmenting the possibility of [[Luck]] since how players have more than one level of possible success. [[Near Miss Indicators]] can make players feel lucky because they avoided being hit, and can realize how closely they avoided this.  
  
This is much easier, most often simply some form of [[Randomness]] is sufficient, and classical ways of providing [[Luck]] through [[Randomness]] include letting players roll [[Dice]] or giving them [[Card Hands]]. Other, more specific, ways of supporting [[Luck]] without changing probabilities of actual success is to provide players with multiple [[Drawing Stacks]] to draw from or allowing them to choose with [[Dice]] to use.
+
Several patterns can work against players feeling [[Luck]]. [[Extra Chances]] take away the perception since unluckiness can be avoided through them. [[Fixed Distributions]], [[Predictable Consequences]], and [[Strategic Knowledge]] can work against it since players may know exactly what will happen or at least the exact odds for different outcomes. Avoiding these intentionally in a game can be seen as a form of trying to support players in being able to feel [[Luck]] while playing.
 
+
 
+
Introducing [[Critical Hits]] is a way of augmenting the possibility of [[Luck]] since how players have more than one level of possible success.
+
  
 
The alternative to trying and encourage experiences of [[Luck]] by creating possibilities for it to occur is to cheat. This can be instantiated by [[Game Masters]] which can combine this with providing [[Tension]]. A specific way of doing this is to make [[Feigned Die Rolls]] and give players the unlikely but positive outcomes. This however introduces [[Risk/Reward]] choices for the [[Game Masters]] since if players notice the cheating they will not only lose the sense of [[Luck]] but quite likely also of a [[Exaggerated Perception of Influence]].
 
The alternative to trying and encourage experiences of [[Luck]] by creating possibilities for it to occur is to cheat. This can be instantiated by [[Game Masters]] which can combine this with providing [[Tension]]. A specific way of doing this is to make [[Feigned Die Rolls]] and give players the unlikely but positive outcomes. This however introduces [[Risk/Reward]] choices for the [[Game Masters]] since if players notice the cheating they will not only lose the sense of [[Luck]] but quite likely also of a [[Exaggerated Perception of Influence]].
 
 
, or letting Near Miss Indicators show them how close they were to being affected by dangers. For Betting, actions based around Skills, or Overcome goals that are determined by Randomness, players may base their Risk/Reward choices upon how much Luck they feel that they have.
 
 
Parts of Polyathlons that appear to depend on Luck add elements not depending on player skills and that may have less Predictable Consequences.
 
 
[[Movement]] and [[Location-Fixed Abilities]] (example for randomesss), [[Skills]]
 
another
 
 
=== Can Be Instantiated By ===
 
,
 
[[Delayed Effects]],
 
 
Several patterns can work against players feeling [[Luck]]. [[Extra Chances]] take away the perception since unluckiness can be avoided through them. [[Fixed Distributions]], [[Predictable Consequences]], and [[Strategic Knowledge]] can work against it since players may know exactly what will happen or at least the exact odds for different outcomes. Avoiding these intentionally in a game can be seen as a form of trying to support players in being able to feel [[Luck]] while playing.
 
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
 +
[[Predetermined Story Structures]]
  
 
== Consequences ==
 
== Consequences ==
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[[Game Masters]],  
 
[[Game Masters]],  
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 +
[[Near Miss Indicators]],
 +
[[Predetermined Story Structures]],
 
[[Randomness]]
 
[[Randomness]]
  

Revision as of 11:05, 23 September 2011

The feeling that random effects are not random but favorable or unfavorable to a player.

This pattern is still a stub.

Many events in games are impossible for players to control in a predictable and repeatable fashion. However, when players feel that they can affect this event anyway, either through how they perform the action or what they wish for when the effect of the action is being determined, they may feel that they have Luck.

Examples

Example: Letting players roll dice in any game is motivated primarily by letting players experience the possibility of Luck; the main other reason is that nobody else should have to perform the physical actions for the players' game action.

Example: The high level of Luck in gambling games lets most people start playing the games easily and feel that they are competent players, even though Game Mastery might be very difficult to achieve.

Poker

Roulette

Warhammer 40K

Axis & Allies

Dungeons & Dragons

GURPS


Multiplayer Games

Using the pattern

Luck is hard to explicitly design into games since it is subjective emotion and emergent as well. Instead, different approaches can be taken to maximize the chances for these to occur sometimes during game sessions. This is much easier, most often simply some form of Randomness is sufficient, and classical ways of providing Luck through Randomness include letting players roll Dice or giving them Card Hands. Checking against Skills (e.g. in Basic Roleplaying and Warhammer Fantasy Roleplay) or determining one's Movement and whether one will land on Location-Fixed Abilities (e.g. in Snakes & Ladders and Monopoly) are common examples on how Randomness is linked with Luck. Risk/Reward situations is also a general way of supporting Luck since players can choose what to do based on how lucky they feel, as is unknown Delayed Effects. Note that some of these solutions work towards making players feel lucky when an outcome is revealed while others work against players being able to feel lucky while the outcome is determined, regardless if they will actually feel this when the outcome is revealed.

Other, more specific, ways of supporting Luck without changing probabilities of actual success is to provide players with multiple Drawing Stacks to draw from or allowing them to choose with Dice to use. Introducing Critical Hits is a way of augmenting the possibility of Luck since how players have more than one level of possible success. Near Miss Indicators can make players feel lucky because they avoided being hit, and can realize how closely they avoided this.

Several patterns can work against players feeling Luck. Extra Chances take away the perception since unluckiness can be avoided through them. Fixed Distributions, Predictable Consequences, and Strategic Knowledge can work against it since players may know exactly what will happen or at least the exact odds for different outcomes. Avoiding these intentionally in a game can be seen as a form of trying to support players in being able to feel Luck while playing.

The alternative to trying and encourage experiences of Luck by creating possibilities for it to occur is to cheat. This can be instantiated by Game Masters which can combine this with providing Tension. A specific way of doing this is to make Feigned Die Rolls and give players the unlikely but positive outcomes. This however introduces Risk/Reward choices for the Game Masters since if players notice the cheating they will not only lose the sense of Luck but quite likely also of a Exaggerated Perception of Influence.

Narrative Aspects

Predetermined Story Structures

Consequences

Feeling Luck gives players an Exaggerated Perception of Influence in games, and this can be enough to create interesting games with No Direct Player Influence. However, Luck can also create Tension when perceived in actions with Delayed Effects since players may not be sure about their Luck. Games that make it possible for players to feel that the outcome depends on Luck have deceptive Smooth Learning Curves if not real ones.

Luck can ruin or lessen the satisfaction of Goal Achievements when it allows the goals to be achieved not by player skill but fortunate events.

Relations

Can Instantiate

Exaggerated Perception of Influence, Smooth Learning Curves

with Delayed Effects

Tension

with Game Masters

Risk/Reward, Tension

with Exaggerated Perception of Influence

No Direct Player Influence

Can Modulate

-

Can Be Instantiated By

Critical Hits, Delayed Effects, Drawing Stacks, Feigned Die Rolls, Game Masters, Multiplayer Games, Near Miss Indicators, Predetermined Story Structures, Randomness

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Extra Chances, Fixed Distributions, Game Mastery, Goal Achievements, Predictable Consequences, Strategic Knowledge

History

A rewrite version of the pattern Luck 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.