Difference between revisions of "Player Anonymity"

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Note: ''This patterns focuses on how players may be unaware of other players' identities. It does not focus on if [[Dedicated Game Facilitators]], [[Game Masters]], and even [[Spectators]] know the identities of the players.
 
Note: ''This patterns focuses on how players may be unaware of other players' identities. It does not focus on if [[Dedicated Game Facilitators]], [[Game Masters]], and even [[Spectators]] know the identities of the players.
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=== Examples ===
 
=== Examples ===
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The [[ESP Game]] uses players' input to tag picture with descriptive words. In order for players not to be able to ''game'' the system by communicating through other channels and simply coordinating their input, the game matches players so they are unlikely to be in the same larger geographical areas - or through letting players to together with replays of other players' actions.
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Aiming at a young audience, [[Disney's Toontown Online]] has restrictions on what names can be chosen and what words can be used in the in-game chat system.
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Most online games let players create accounts with user names that have no connection to there real world identities. This lets players of
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Players of online games such as the [[Battlefield series]] or the [[Left 4 Dead series]] can choose what names they want to be identified by, and by not chatting or using voice communications they can keep other players from knowing who they are. The characters created by players of computer-mediated roleplaying games such [[Kingdoms]], [[Ultima Online]], and [[World of Warcraft]] can protect identities in the same fashion, but the effort of maintaining the same alter ego for prolonged period of times usually means that long-time players show their normal selves.
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Anonymous Actions]],  
 
[[Anonymous Actions]],  
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=== Potentially Conflicting With ===
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[[Social Roles]],
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[[Unmediated Social Interaction]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Actor Detachment]]
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While the [[Avatars]] and [[Characters]] play may still [[Actor Detachment]]
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[[Social Interaction]]
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== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Social Interaction]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Social Roles]]
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[[Social Roles]],
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[[Unmediated Social Interaction]]
  
 
== History ==
 
== History ==

Revision as of 12:26, 7 September 2014

The case where the identity of a player of a game is not known to other players.

Player Anonymity occurs in games when the identity of a player is not known by the other players participating in a specific game instance.

Note: This patterns focuses on how players may be unaware of other players' identities. It does not focus on if Dedicated Game Facilitators, Game Masters, and even Spectators know the identities of the players.

Examples

The ESP Game uses players' input to tag picture with descriptive words. In order for players not to be able to game the system by communicating through other channels and simply coordinating their input, the game matches players so they are unlikely to be in the same larger geographical areas - or through letting players to together with replays of other players' actions.

Aiming at a young audience, Disney's Toontown Online has restrictions on what names can be chosen and what words can be used in the in-game chat system.

Most online games let players create accounts with user names that have no connection to there real world identities. This lets players of

Players of online games such as the Battlefield series or the Left 4 Dead series can choose what names they want to be identified by, and by not chatting or using voice communications they can keep other players from knowing who they are. The characters created by players of computer-mediated roleplaying games such Kingdoms, Ultima Online, and World of Warcraft can protect identities in the same fashion, but the effort of maintaining the same alter ego for prolonged period of times usually means that long-time players show their normal selves.


Using the pattern

A primary design decision regarding Player Anonymity is if players should have a say in this. Providing players with a Possibility of Anonymity puts this power in players hand but for some types of gameplay (e.g. [[]]) anonymity may be required for the design to work and in these case Enforced Player Anonymity may be motivated.

Can Be Instantiated By

Anonymous Actions,


Potentially Conflicting With

Social Roles, Unmediated Social Interaction

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

While the Avatars and Characters play may still Actor Detachment

Social Interaction


Relations

Can Instantiate

Actor Detachment

Can Modulate

Social Interaction

Can Be Instantiated By

Anonymous Actions, Enforced Player Anonymity, Possibility of Anonymity

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Social Roles, Unmediated Social Interaction

History

New pattern created in this wiki.

References

-

Acknowledgements

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