Difference between revisions of "Player Kicking"

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=== Examples ===
 
=== Examples ===
[[Battlefield series]]
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Many team-based [[:Category:Sports|Sports]] such as [[Ice Hockey]] and [[Soccer]] have rules for banning players from the current match or future ones if they commit various fouls. Similarly, moderators of team-based [[:Category:FPS Games|First-Person Shooters]] such as [[Return to Castle Wolfenstein: Enemy Territory]], the [[Battlefield series]],  and the [[Team Fortress series]], can ban players but for the games players can ban each other through majority votes. This functionality is needed since not all games are supervised and since the players typically do not know each other and are distributed spatially.
 
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[[Return to Castle Wolfenstein: Enemy Territory]]
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[[Soccer]]
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== Using the pattern ==
 
== Using the pattern ==

Revision as of 08:58, 11 July 2011

The extra-game action of removing a player from game instances.

Even if all games have explicit or formalized rules at their core, additional rules govern the actual activities they support. These rules, called gaming rules[1] or implicit rules[2], also need to be followed and can in fact be more important to follow as long as failure to follow the formalized rules are unintentional (see Myers 2008 for an example of how following the official rules but not the social rules of City of Heroes can result in a player being hated [3] ). When players do not follow these more important set of rules, either the other players or the game facilitators can enforce that offending players do not play anymore, Player Kicking them, in order to be able to continue with the gaming activity.

Examples

Many team-based Sports such as Ice Hockey and Soccer have rules for banning players from the current match or future ones if they commit various fouls. Similarly, moderators of team-based First-Person Shooters such as Return to Castle Wolfenstein: Enemy Territory, the Battlefield series, and the Team Fortress series, can ban players but for the games players can ban each other through majority votes. This functionality is needed since not all games are supervised and since the players typically do not know each other and are distributed spatially.

Using the pattern

Player Kicking is not so much a pattern concerning gameplay as it is one concerning the game activity as a whole. It is added to games that want to give players or Game Masters the power to police themselves when some player is not behaving. Reasons for these can be cheating, using Exploits, repeatedly engaging in Friendly Fire, or any other activity that is deemed socially unacceptable. Player Kicking does not directly have to do with gameplay progression, and therefore it does not make sense for game systems to perform this type of kicking. This makes the pattern make most sense in Multiplayer Games since cases where players of Single-Player Games - include those with Game Masters - perform in unacceptable ways and are kicked as a result are difficult to distinguish from other cases of Game Over in Single-Player Games.

Implementing the pattern consist either of giving Game Masters privileges to access functionality to throw players from game servers, or implementing Voting system so players can initiate and enforce the kicking of other players on their own. It does not need to be supported explicitly through design in Self-Facilitated Games since players and Game Masters can there kick players on their own initiative.

Interface Aspects

The actual act of kicking a player is often proceeded by some type of Negotiation. For games that are not played face-to-face, this can be supported by Communication Channels. When the Player Kicking is enforced through Voting, this similarly needs to be supported by Secondary Interface Screens if the game is not one played face-to-face.

Consequences

Exaggerated Perception of Influence Exaggerated Perception of Influence

Freedom of Choice


The actual act of Player Kicking is a Extra-Game Action that leads to Player Elimination and Game Over for the affected players. Since this is usually something contested by these players, Player Kicking is often preceded by Negotiation.


Relations

Can Instantiate

Extra-Game Actions, Game Over, Negotiation, Player Elimination

Can Modulate

Multiplayer Games

Can Be Instantiated By

Game Masters, Voting

Self-Facilitated Games

Can Be Modulated By

Communication Channels, Secondary Interface Screens

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Sjöblom, B. (2008). The Relevance of Rules: Negotiations and Accounts in Co-operative and Co-located Computer Gaming. Proceedings of the [player] conference, IT University of Copenhagen, August 26-29, 2008, pp. 335-378.
  2. Salen, K. & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press. ISBN 0262240459
  3. Myers, D. (2008). Play and punishment: The sad and curious case of Twixt. In The [Player] Conference Proceedings. Copenhagen, Denmark: The Center for Computer Games Research, The IT University of Copenhagen.

Acknowledgements