Difference between revisions of "No Direct Player Influence"

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== Using the pattern ==
 
== Using the pattern ==
 
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Making games have no [[No Direct Player Influence]] is easy in one fashion and difficult in another. Easy since instantiating the pattern simply consists of not letting players be able to interact with the systems. Difficult since they still need to be interesting and have some type of interaction possible. Typical solutions include the use of [[Exaggerated Perception of Influence]] or [[Meta Games]], in both cases combined with [[Spectators]].
 
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Making games have no [[No Direct Player Influence]] is easy in one fashion and difficult in another. Easy since instantiating the pattern simply consists of not letting players be able to interact with the systems. Difficult since they still need to be interesting and have some type of interaction possible. Typical solutions include the use of [[Exaggerated Perception of Influence]] or [[Meta Games]].
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[[Spectators]]
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[[Zero-Player Games]]
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[[Algorithmic Agents]]
 
[[Algorithmic Agents]]
 
[[Enforced Agent Behavior]]
 
  
 
[[Creative Control]]
 
[[Creative Control]]
  
=== Diegetic Aspects ===
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[[Exaggerated Perception of Influence]] can for the purpose of this pattern most easily be achieved with [[Randomness]] process which players can initiate. Although any such process can work, the use of [[Dice]] may be more efficient since it offers close tangible interaction through shaking.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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Interfaces may seem unnecessary in games that don't allow player influence. However, they may be necessary for controlling the viewpoint of [[Spectators]], allowing the [[Creative Control]] in creating the initial state or [[Algorithmic Agents]] before gameplay begins, or connecting the games with their [[Meta Games]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
 
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Games with [[No Direct Player Influence]] always [[Zero-Player Games]] in some fashion and predetermined [[Enforced Agent Behavior]] if there are any [[Agents]] present. They also always limits players' [[Freedom of Choice]] in some aspect, although it may still exist as [[Creative Control]] before gameplay begins or through the delusion created by an [[Exaggerated Perception of Influence]] of effects that are really based upon [[Randomness]].
[[Asynchronous Games]]
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[[Algorithmic Agents]]
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As long as players' instruction can be given to without requiring the other players to be there, and that the results of them can likewise be given individually, games with [[No Direct Player Influence]] naturally provide a basis for [[Asynchronous Games]]. This may however not result in [[Common Experiences]] depending on how much the players identify with the actions of their agents.
 
As long as players' instruction can be given to without requiring the other players to be there, and that the results of them can likewise be given individually, games with [[No Direct Player Influence]] naturally provide a basis for [[Asynchronous Games]]. This may however not result in [[Common Experiences]] depending on how much the players identify with the actions of their agents.
 
[[Meta Games]]
 
 
[[No Direct Player Influence]] always limits players' [[Freedom of Choice]] in some aspect, although it may still exist as [[Creative Control]] before gameplay begins
 
  
 
== Relations ==
 
== Relations ==

Revision as of 20:39, 3 January 2011

Games where players direct influence on the actual gameplay is non-existent or close to non-existent.

It may seem strange to consider games where players cannot influence the outcome directly since this seems to state there would be no gameplay. However, the first games of chance seem to have come to being from the use of dice and lots as divination methods [1][2], i.e. one let the gods decide who should have the ante. For these, it is enough for players to be 'emotionally attached' (as noted by Juul as begin part of his definition of games[3]) and believing that they are exerting effort to influence the outcome (another of Juul's characteristics of games[3]) however illusionary that latter part may be. Later examples show that another solution it to make players exert effort before the system is activated.

Note: This pattern uses players varyingly to signify those participating in a game or a meta game.

Examples

Gambling games such as Baccarat and Roulette can be seen as examples of No Direct Player Influence since they are pure games of chance when players are actually only betting on an outcome, not affecting it themselves.

The board game Ricochet Robots, being a form of puzzle game, consists solely of players figuring out the most efficient way to move robots and then proving if they had a correct solution. Programming games such as Crobots and P-Robots let players create code to control robots that battle other similar robots but don't let the them directly affect the gameplay when battles have started. Conway's Game of Life is actually an cellular automaton but can be seen as a game when users set up goals for how it should evolve based upon an initial state and are not allowed to interfere with after it is started.

The game Progress Quest, which can be seen as a critique of the need for grinding in massively multiplayer games such as World of Warcraft, allows players to do some initial setup but then the only effect players can have on the game is to let it continue to run. In contrast, 4 Minutes and 33 Seconds of Uniqueness doesn't need any setup and is successfully completed by being the only person playing the game in the whole world for the time period stated in the game's name.

Using the pattern

Making games have no No Direct Player Influence is easy in one fashion and difficult in another. Easy since instantiating the pattern simply consists of not letting players be able to interact with the systems. Difficult since they still need to be interesting and have some type of interaction possible. Typical solutions include the use of Exaggerated Perception of Influence or Meta Games, in both cases combined with Spectators.

Algorithmic Agents

Creative Control

Exaggerated Perception of Influence can for the purpose of this pattern most easily be achieved with Randomness process which players can initiate. Although any such process can work, the use of Dice may be more efficient since it offers close tangible interaction through shaking.

Interface Aspects

Interfaces may seem unnecessary in games that don't allow player influence. However, they may be necessary for controlling the viewpoint of Spectators, allowing the Creative Control in creating the initial state or Algorithmic Agents before gameplay begins, or connecting the games with their Meta Games.

Consequences

Games with No Direct Player Influence always Zero-Player Games in some fashion and predetermined Enforced Agent Behavior if there are any Agents present. They also always limits players' Freedom of Choice in some aspect, although it may still exist as Creative Control before gameplay begins or through the delusion created by an Exaggerated Perception of Influence of effects that are really based upon Randomness.

As long as players' instruction can be given to without requiring the other players to be there, and that the results of them can likewise be given individually, games with No Direct Player Influence naturally provide a basis for Asynchronous Games. This may however not result in Common Experiences depending on how much the players identify with the actions of their agents.

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Adkins, L. (1998) Handbook to life in ancient Rome, p. 313. ISBN 0195123328.
  2. Johnstron, S. I (2004) ions of the ancient world, p. 385. ISBN 0674015177.
  3. 3.0 3.1 Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. The MIT Press. ISBN 0262101106.