Player Elimination

From gdp3
Revision as of 08:14, 10 July 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

The forced ending of players' game sessions before game instances are finished.

This pattern is a still a stub.

Player Elimination determines the evaluation function for an end condition in the game in such way that the player's game session is terminated.

Examples

Players who cannot pay rent in Monopoly even after selling their assets are no longer allowed to play the game.

Most arcade games, e.g. the first versions of Pac-Man, Space Invaders, and Asteroids, end players' game sessions when they have run out of lives.

In Magic: The Gathering, the players whose health level drops below zero are removed completely from play, thus ending their game sessions.

Using the pattern

Game Over

Player Elimination, as the name implies, requires that the players or the game system have a possibility to Eliminate other players. This consists of either the explicit goal to Eliminate other players or that the players fail in Survive goals. Overcome basic goal with Combat actions is one of the most used compounds for Player Elimination and gives rise to Conflict, but also other end conditions as basic goals are possible for determining the elimination, for example, completing Connection or Enclosure goals or the side effects of Bidding. For example in Tetris, the end condition for the game session is that there is a Connection of blocks from the bottom to the top of the game area. Player Elimination is an Individual Penalty, and quite a heavy one, for the player. In games with Team Play, the elimination of one of the team members is also a form of Shared Penalty, as the performance level of the whole team suffers from it.

Lives and Parallel Lives can be used to give the players, in one sense, additional chances in the game and at the same time have more varied Tension structure in the game. Letting eliminated players continue as Spectators allows them some compensation for not being able to play since they at least can follow the continued gameplay.

In games with Closed Economies, the use of Player Elimination may be the only way to ensure that Resources are gathered in larger and larger groups as gameplay progresses.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

The risk of Player Elimination naturally raises the Tension level for the player, as the players essentially lose all their efforts and the time invested in the game if the game session is finished without their consent. Many arcade---and other games, too---base the overarching Tension and struggle in the game on Player Elimination. In these games based on the goal to Survive, the players must lose in the end anyway, and their performance is measured by how long they have been able to stay in the game, for example, by using a Score. The gameplay of Multiplayer Games with Player Elimination can force extended Downtime on eliminated players, especially if there is a possibility of Early Elimination. Player Killing is a special case of Player Elimination where there is a possibility for the players to continue their game session even after initial elimination.

The Last Man Standing higher level goal is based on a player completing a Collection of goals of eliminating other players; that is, by being the last surviving player in the game instance. The same principle applies to Team Elimination, as the other team has to eliminate the players of the team. Player Elimination is also the most drastic version of Ability Losses; the player loses the ability to participate in the game.

Relations

Drop-In/Drop-Out Mules Battlestar Galactica: The Board Game Fudged Results Multiplayer Games Late Arriving Players Internal Rivalry Parallel Lives Game Masters Ability Losses Permadeath Lives Player Killing Death Consequences


Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Player Elimination 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.


Acknowledgements

-