Difference between revisions of "Non-Player Help"

From gdp3
Jump to: navigation, search
Line 16: Line 16:
  
 
== Using the pattern ==
 
== Using the pattern ==
Implementing support for [[Non-Player Help]] consist to a large degree on controlling access to the game in general. This since making it possible for non-players to modify the game state to easily can skew [[Player Balance]], make it impossible for players' to feel a [[Value of Effort]] for their own actions, and hinder them to have an [[Exaggerated Perception of Influence]].
+
Implementing support for [[Non-Player Help]] consist to a large degree on controlling access to the game in general. This since making it possible for non-players to modify the game state to easily can skew [[Player Balance]], make it impossible for players' to feel a [[Value of Effort]] for their own actions, and hinder them to have an [[Exaggerated Perception of Influence]]. For these reasons, [[Non-Player Help]] often needs to restricted to providing people with [[Limited Set of Actions]] which are also [[Privileged Actions|Privileged]] (although also not as powerful as the players' actions). To avoid them to be used to often, their usefulness can be limited further by having [[Cooldown]] periods.
 
+
For these reasons, [[Non-Player Help]] often needs to restricted to providing people with [[Limited Set of Actions]]
+
 
+
[[Privileged Actions]]
+
 
+
[[Cooldown]]
+
 
+
 
+
[[Limited Set of Actions]]
+
 
+
[[Privileged Actions]]
+
 
+
[[Cooldown]]
+
  
 
[[Non-Player Help]] that are [[Altruistic Actions]] provides a way to affect players' [[Private Game Spaces]], and where the action can be its own [[Rewards|Reward]] requiring no further gameplay. This is one way players intentionally can affect each other in [[Massively Single-Player Online Games]].
 
[[Non-Player Help]] that are [[Altruistic Actions]] provides a way to affect players' [[Private Game Spaces]], and where the action can be its own [[Rewards|Reward]] requiring no further gameplay. This is one way players intentionally can affect each other in [[Massively Single-Player Online Games]].
  
[[Spectators]]
+
[[Game Masters]] and other types of [[Dedicated Game Facilitators]] that are people can be considered a form of [[Non-Player Help]], typically to judge rule disagreements, lessen [[Excise]], present [[Storytelling]] eloquently, or support [[Never Ending Stories]]. [[Invites]] support a type of one-time [[Non-Player Help]] in that they can make people start playing a game as [[Late Arriving Players]] for the reason of helping the people already playing. [[Spectators]] is maybe the most common form of [[Non-Player Help]] but the help is only indirectly related to game states. This since the [[Spectators]] can provide moral support to motivate players to feel an increased sense of [[Value of Effort]] for their actions (although it should be noted that they can also cause [[Tension]]).
 
+
 
+
 
+
[[Game Masters]] and other types of [[Dedicated Game Facilitators]] that are people can be considered a form of [[Non-Player Help]], typically to judge rule disagreements, lessen [[Excise]], present [[Storytelling]] eloquently, or support [[Never Ending Stories]]. [[Invites]] support a type of one-time [[Non-Player Help]] in that they can make people start playing a game as [[Late Arriving Players]] for the reason of helping the people already playing.
+
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 58: Line 41:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Invites]], [[Late Arriving Players]]
+
[[Dedicated Game Facilitators]], [[Game Masters]], [[Invites]], [[Late Arriving Players]], [[Spectators]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Cooldown]],
 +
[[Limited Set of Actions]],
 +
[[Privileged Actions]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 16:50, 27 January 2011

The designed possibility for people not playing the game to help players.

Some games allow people not playing the game to provide information or perform actions that can support players pursuits in them. When this is intentional planned for by the game design, this Non-Player Help can provide unexpected support and open up for social interaction beyond that contained in the gameplay itself.

Examples

Contestants in Who Wants to Be a Millionaire? have several lifelines to help them during the game, one such is Phone-A-Friend which allows a non-player to suggest an answer. Players of FarmVille and Mafia Wars can broadcast requests for help to players and non-player alike, and by thus support a form of Non-Player Help in that new people can start playing the game with the initial goal of aiding the inviting player.

People meeting those participating in a Scavenger Hunt game can help by giving items to them. Related, Alternate Reality games[1] such as Prosopopeia can put players in situations where they interact with other people without being sure if they are performing roles in the games or are simply random people caught up in the gameplay. Although difficult to know in advance, the interaction they provide can be interesting experience, red herrings, or Non-Player Help.

Using the pattern

Implementing support for Non-Player Help consist to a large degree on controlling access to the game in general. This since making it possible for non-players to modify the game state to easily can skew Player Balance, make it impossible for players' to feel a Value of Effort for their own actions, and hinder them to have an Exaggerated Perception of Influence. For these reasons, Non-Player Help often needs to restricted to providing people with Limited Set of Actions which are also Privileged (although also not as powerful as the players' actions). To avoid them to be used to often, their usefulness can be limited further by having Cooldown periods.

Non-Player Help that are Altruistic Actions provides a way to affect players' Private Game Spaces, and where the action can be its own Reward requiring no further gameplay. This is one way players intentionally can affect each other in Massively Single-Player Online Games.

Game Masters and other types of Dedicated Game Facilitators that are people can be considered a form of Non-Player Help, typically to judge rule disagreements, lessen Excise, present Storytelling eloquently, or support Never Ending Stories. Invites support a type of one-time Non-Player Help in that they can make people start playing a game as Late Arriving Players for the reason of helping the people already playing. Spectators is maybe the most common form of Non-Player Help but the help is only indirectly related to game states. This since the Spectators can provide moral support to motivate players to feel an increased sense of Value of Effort for their actions (although it should be noted that they can also cause Tension).

Diegetic Aspects

Unless a game design has a solution for explaining the appearances of events of non-players, and quite possibly also the non-player themselves, in the Game World this is likely to break its Diegetic Consistency. Games with Alternate Reality Gameplay solve this by their inherent merger with other activities but other games may have to have Dedicated Game Facilitators adding context representing the Non-Player Help.

Interface Aspects

Given that the non-players typically are not willing to spend much time understanding how to perform their help, they typically need dedicated and simplified ones that allow the to do their Non-Player Help without accessing the whole game interface or Game World.

Consequences

Non-Player Help may counter the need of players to engage in Excise or Grinding. When the Non-Player Help either come unsuspectingly or at an unsuspected time they may be pleasant Surprises. Non-Player Help also create Social Interaction between people, independent of if it is just a particular game event or a long more open-ended encounter.

Relations

Can Instantiate

Never Ending Stories, Social Interaction, Storytelling, Surprises

Can Modulate

Massively Single-Player Online Games

Non-Player Help with Altruistic Actions

Can Be Instantiated By

Dedicated Game Facilitators, Game Masters, Invites, Late Arriving Players, Spectators

Can Be Modulated By

Cooldown, Limited Set of Actions, Privileged Actions

Possible Closure Effects

Late Arriving Players

Potentially Conflicting With

Diegetic Consistency, Exaggerated Perception of Influence, Excise, Grinding, Player Balance, Value of Effort

History

New pattern created in this wiki.

References

  1. Wikipedia entry for Alternate Reality Games.

Acknowledgements

Erik Fagerholt, Martin Hjulström, Sus Lundgren