Pottering

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The management of game resources for its own sake.

This pattern is a still a stub.

autotelic

Examples

FarmVille

Europa Universalis series

Civilization series


Minecraft

SimCity

Using the pattern

Pottering requires that players can find activities in a game which they want to perform for their own sake without them being forced on them by the design or other players. This means that Player Defined Goals are required for the pattern to emerge. Typical actions or activities that can provide this is Construction when players have Creative Control, but sorting activities as part of Resource Management can also work.

Puzzles

A main component of supporting Pottering is that players do not constantly feel stressed that the activities they are doing can be destroyed or interfered with, making games with Casual Gameplay or Private Game Spaces likely types of games in which Pottering can occur. If one wishes to only encourage Pottering in certain areas of the Game World, Safe Havens can be used instead. In contrast, games with constant Tension or Time Pressure works against the pattern. This does not mean that oppositions or threats cannot exist in the games: Minecraft have monsters appearing during the night but these are no problem if players have constructed Safe Havens for themselves, and players' countries in the Europa Universalis series may be attacked by other countries but this is a rather rare occurrence throughout game instances.



Grinding


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Casual Gameplay, Safe Havens, Player Defined Goals, Private Game Spaces

Construction together with Creative Control

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Tension, Time Pressure

History

New pattern created in this wiki.

References

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Acknowledgements

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