Difference between revisions of "Memorabilia"

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[[Category:Needs references]]
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[[Category:Staffan's current workpage]]
 
 
[[Category:Pervasive Patterns]]
 
[[Category:Pervasive Patterns]]
 
[[Category:To be Published]]
 
[[Category:To be Published]]
''The one-sentence "definition" that should be in italics.''
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''Content or artifacts gained during gameplay that are accessible after game instances end.''
  
This pattern is a still a stub.
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Components used to play a game are typically kept together between games so that the game can be played again. However, some games have rules for letting players gain ownership of components before, during, or after gameplay. These components may be ones actually used for gameplay or additional ones for recording the gameplay planned or occurred, but can in both cases serve as [[Memorabilia]] of specific game instances.
  
 
=== Examples ===
 
=== Examples ===
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Winning specific marbles in [[Marble Games]] is an archetypical example of [[Memorabilia]] in games, and a similar case can be found in [[Magic: The Gathering]] when one plays for cards. To a lesser degree, [[Memorabilia]] exists in [[Warhammer 40K]] as players have to assemble and paint their miniatures before the can be used and this makes the introduction of each one a potentially memorable occurrence.
  
screenshots
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Games that provide possibilities to take screenshots of ongoing gameplay also allow players to create [[Memorabilia]]. Examples of games that do this are numerous and include the [[Doom series|Doom]], [[Europa Universalis series|Europa Universalis]], [[Left 4 Dead series|Left 4 Dead]], [[Quake series|Quake]], and [[Sims series]] as well as [[World of Warcraft]].
 
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[[Europa Universalis series]]
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photo albums
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[[Sims series]]
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[[Trenne Byar]]
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[[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] such as [[1942 – Noen å stole på]], [[Dragonbane]], and [[Trenne Byar]] often result in many types of [[Memorabilia]] since players and facilitators need to create all props for these games.
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Memorabilia]] requires that items linked to game instances can be kept by players after gameplay. This can be achieved in two main ways. The first way is simply to use the actual gameplay components. While this may be unproblematic in games that are only played once (as for example many [[:Category:Live Action Roleplaying Games|Live Action Roleplaying Games]] are), those that are supposed to be playable several times can make use of [[Heterogeneous Game Element Ownership]] and here [[Game Element Trading]] can effectively be used to create the [[Memorabilia]] pattern. The second way of making [[Memorabilia]] possible is to create artifacts specifically for this purpose during or after gameplay.  [[Gameplay Statistics]] are probably the easiest sources for creating these artifacts, but the chronicles kept by some players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] show how players can create their own [[Memorabilia]].
  
=== Diegetic Aspects ===
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An indirect way of creating [[Memorabilia]] is to document, and possible embellish, gameplay events in the form of [[Game Instance Stories]].
 
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=== Interface Aspects ===
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
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While [[Memorabilia]] help players remember and retell gameplay events, this aspect of narratives is on a meta-game level since at least the retelling of it occurs outside gameplay.
  
 
== Consequences ==
 
== Consequences ==
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[[Memorabilia]] can support [[Trans-Game Information]] since they can contain information that is usable in other game instances, especially if they are actually used within the other game instances. They can also serve as [[Social Rewards]] and causes for [[Bragging]] - especially if they have been won from other players.
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Physical [[Memorabilia]] can work against [[Ubiquitous Gameplay]] since they imply the need to have [[Memorabilia]] to be able to give to players.
  
 
== Relations ==
 
== Relations ==
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=== Can Instantiate ===
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[[Bragging]],
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[[Social Rewards]],
 
[[Trans-Game Information]]
 
[[Trans-Game Information]]
[[Social Rewards]]
 
[[Game Element Trading]]
 
 
=== Can Instantiate ===
 
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Game Element Trading]],
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[[Game Instance Stories]],
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[[Gameplay Statistics]],
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[[Heterogeneous Game Element Ownership]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Ubiquitous Gameplay]]
  
 
== History ==
 
== History ==
Updated version of the pattern ''Player-Player Proximity'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>.
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Updated version of the pattern ''Memorabilia'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>.
  
 
== References ==
 
== References ==

Latest revision as of 22:24, 4 January 2015

Content or artifacts gained during gameplay that are accessible after game instances end.

Components used to play a game are typically kept together between games so that the game can be played again. However, some games have rules for letting players gain ownership of components before, during, or after gameplay. These components may be ones actually used for gameplay or additional ones for recording the gameplay planned or occurred, but can in both cases serve as Memorabilia of specific game instances.

Examples

Winning specific marbles in Marble Games is an archetypical example of Memorabilia in games, and a similar case can be found in Magic: The Gathering when one plays for cards. To a lesser degree, Memorabilia exists in Warhammer 40K as players have to assemble and paint their miniatures before the can be used and this makes the introduction of each one a potentially memorable occurrence.

Games that provide possibilities to take screenshots of ongoing gameplay also allow players to create Memorabilia. Examples of games that do this are numerous and include the Doom, Europa Universalis, Left 4 Dead, Quake, and Sims series as well as World of Warcraft.

Live Action Roleplaying Games such as 1942 – Noen å stole på, Dragonbane, and Trenne Byar often result in many types of Memorabilia since players and facilitators need to create all props for these games.

Using the pattern

Memorabilia requires that items linked to game instances can be kept by players after gameplay. This can be achieved in two main ways. The first way is simply to use the actual gameplay components. While this may be unproblematic in games that are only played once (as for example many Live Action Roleplaying Games are), those that are supposed to be playable several times can make use of Heterogeneous Game Element Ownership and here Game Element Trading can effectively be used to create the Memorabilia pattern. The second way of making Memorabilia possible is to create artifacts specifically for this purpose during or after gameplay. Gameplay Statistics are probably the easiest sources for creating these artifacts, but the chronicles kept by some players of Tabletop Roleplaying Games show how players can create their own Memorabilia.

An indirect way of creating Memorabilia is to document, and possible embellish, gameplay events in the form of Game Instance Stories.

Narrative Aspects

While Memorabilia help players remember and retell gameplay events, this aspect of narratives is on a meta-game level since at least the retelling of it occurs outside gameplay.

Consequences

Memorabilia can support Trans-Game Information since they can contain information that is usable in other game instances, especially if they are actually used within the other game instances. They can also serve as Social Rewards and causes for Bragging - especially if they have been won from other players.

Physical Memorabilia can work against Ubiquitous Gameplay since they imply the need to have Memorabilia to be able to give to players.

Relations

Can Instantiate

Bragging, Social Rewards, Trans-Game Information

Can Modulate

-

Can Be Instantiated By

Game Element Trading, Game Instance Stories, Gameplay Statistics, Heterogeneous Game Element Ownership

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Ubiquitous Gameplay

History

Updated version of the pattern Memorabilia first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz