Difference between revisions of "Reconnaissance"

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[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Stub]]
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[[Category:Goal Patterns]]
[[Category:Staffan's current workpage]]
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''Patrolling game world areas to detect changes.''
''.'''
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This pattern is a still a stub.
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The actions in games can quite naturally change the locations of game elements or the status of the gameplay environment. Having information about the current state is typically advantageous to players, so if players do not have this directly from the game, they may set up [[Reconnaissance]] goals for themselves to acquire this. [[Reconnaissance]] goals can also be set up by the game or game masters so they are explicit goals that need to be completed for the gameplay to progress.
 
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Patrolling a known area in the game world to detect changes.
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The goal in Reconnaissance is to get more information about changes happening, or having happened, in a specific place or area. This forces the players to collect information of the whereabouts of the enemy by moving units in the area. Often the game provides special units for this purpose with fast movement and possibility to notices enemy units as longer distances.
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=== Examples ===
 
=== Examples ===
Example: Typical examples of the pattern can be found in strategy games where the units have information only about the other units near them. For instance, Sid Meier's Civilization require player to continue moving their units within already explored areas since the movement of enemy units are not detected unless they are near a unit or a city.
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Typical examples of the pattern can be found in [[:Category:Strategy Games|Strategy Games]] where the units have information only about the other units near them. For instance, in the [[Civilization (video game) series|Civilization series]] player are required to continue moving their units within already explored areas since the movement of enemy units are not detected unless they are near a unit or a city. In the board game [[Space Hulk]], the player playing space marines always knows the presences and location of the enemy "genestealers" but not their exact number. This makes [[Reconnaissance]] missions necessary to find where enemy buildups are taking place. Other examples of [[:Category:Strategy Games|Strategy Games]] which require [[Reconnaissance]] missions due to one reason or another include [[Advanced Squad Leader]], the [[Advance Wars series]], and the [[Hearts of Iron series]].
  
Example: In the board game Space Hulk, the player playing space marines can detect the presences and location of the enemy genestealers in the spaceship but not there exact number, which may make Reconnaissance missions necessary to find where enemy buildups are taking place.
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Performing [[Reconnaissance]]-based missions can be vital for winning [[:Category:Real-Time Strategy Games|Real-Time Strategy Games]] such as the [[Defense of the Ancients series]] and the [[Starcraft series]]. [[:Category:FPS Games|First-Person Shooters]] and other games with similar gameplay that take place in open environments, e.g. the [[Battlefield series|Battlefield]] and [[Far Cry series]] and [[World War II Online]], do not require players to engage in [[Reconnaissance]] goals, but doing so can provide tactical advantages.
  
 
== Using the pattern ==
 
== Using the pattern ==
The possible reasons for Reconnaissance goals are many: locating Enemies that move and are not on Game State Overviews; finding Renewable Resources that would otherwise be Secret Resources due to bad or non-existent Game State Overviews, maintaining Area Control over areas that are too large to completely watch from one positions; or to do Attention Swapping between different areas of gameplay.
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The possible reasons for [[Reconnaissance]] goals are many: locating [[Enemies]], finding [[Resources]] that would otherwise be [[Secret Resources]], [[Guard|Guarding]] or maintaining [[Area Control]] over areas too large to watch from one position. However, there are two main ways of creating [[Reconnaissance]] goals that are solvable. One is to have [[Enemies]] for which players have an [[Uncertainty of Information]] regarding their location due to some circumstance. The other is to have a general [[Fog of War]]. The [[Fog of War]] may actually be the cause of the [[Uncertainty of Information]] but can on its own create solvable [[Reconnaissance]] goals - they are solved when all needed areas are observed. [[Traces]] offers a third possibility for [[Reconnaissance]] goals - it may be enough to find these but since they normally are less noticeable than [[Enemies]] they may not need to have gameplay mechanics to hid them (they can also be used to make it easier to notice the presence of [[Enemies]]). In many cases it makes sense that the [[Enemies]] have [[Stealth]] goals (not caring about detection being the main counter reason), and when this occurs the [[Reconnaissance]] and [[Stealth]] goals become [[Excluding Goals]].
  
Designing Reconnaissance goals consists of defining the area that has to be searched, how heavy the Fog of War is, what if any game elements can be detected, and the means a player has to observe them. To make the goal have the Right Level of Difficulty, the game space that is to be search is usually not too large and many times a specific route is specified, i. e. making use of the Traverse pattern. What game elements can be detected can either be predetermined or be under the control of other players. The Right Level of Difficulty can be modulated by making use of Progress Indicators thatreveal the percentage of detected game elements or by having Game State Overviews such as maps providing Imperfect Information. The creation of Strategic Locations that provide good opportunities for observation can achieve similar results.
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Adding specifics to [[Reconnaissance]] goals consists of defining the area that has to be searched, deciding how the [[Fog of War]] works if it exists, placing the [[Enemies]] (if any), and deciding on the means for players to observe the environment. [[Hiding Places]] can make [[Reconnaissance]] goals more difficult since players or [[Agents]] need to be aware of these and check these as part of searching for changes in areas. [[Traverse]] goals are quite often used to limit the area that needs be traveled but still require players to have large areas to watch. [[Line of Sight]] is the typical way of being able to detect changes but [[Alarms]] can provide additional means. The pattern can support [[Scouting]] if players can be [[Stealth|Stealthy]] while performing [[Reconnaissance]].
  
Players have to notice presences in the game area, similarly toGuard, but to notice any previous presence can make use of the Memorizing pattern. In the latter case, this can be supported by having many moveable game elements in the game space that may have been moved, by making uses of Traces, or by letting players set Deadly Traps or Alarms.
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[[Reconnaissance]] differs from [[Game World Exploration differs]] in that the places, areas, and area boundaries may all already be known but the players need to notice differences in the environment from what they know. This makes [[Memorizing]] a possible supporting activity for succeeding with [[Reconnaissance]] goals.
 
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Similar to Guard, Reconnaissance is a goal that may never be completed if there are no enemy game elements to detect.
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=== Diegetic Aspects ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
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Since [[Reconnaissance]] goals build upon players not having [[Perfect Information]], games that wish to have these goals may need to consider which presentations of [[Game Worlds]] they use. For example,
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[[God Views]] do not work well with [[Reconnaissance]] unless tempered by [[Fog of War]]. [[Game State Overviews]] can help in [[Reconnaissance]] tasks but can also make them trivial.
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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Players' [[Reconnaissance]] goals can be woven into [[Predetermined Story Structures]] as ways of letting players be introduced to threats. Those of their [[Enemies]] are typically part of specific scenes or [[Levels]] but do not advance the narration.
  
 
== Consequences ==
 
== Consequences ==
Reconnaissance is a special case of Gain Information relying on the Uncertainty of Information of the location or existence of Enemies, and has Stealth as its Preventing Goal. Reconnaissance requires players to regularly move game elements in order to find Enemies or the Traces of their presence; this can be seen as a combination of the Guard and Gain Information goals. Reconnaissance is also a Continuous Goal as it should be performed as long as there is a reasonable risk that enemy units have not be detected in a given area. Reconnaissance goals of Enemies that are performed through static patterns can require players to perform Rhythm-Based Actions to avoid detection.
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[[Reconnaissance]] goals are special cases of [[Gain Information]] goals in that they rely on [[Uncertainty of Information]] regarding the locations or existences of [[Enemies]]. If there actually are people trying to avoid detection, i.e. [[Agents]] with [[Stealth]] goals, the [[Reconnaissance]] goals modulate the [[Stealth]] goals and are [[Preventing Goals]]. These goals are also [[Continuous Goals]] as they should be performed as long as there is a reasonable risk that there are still [[Enemies]] within in a given gameplay area. While having [[Reconnaissance]] goals can make players have [[Anticipation]] of finding [[Enemies]], actually finding them may still give them [[Surprises]] since the actual situation and time may be unexpected.
  
== Relations ==
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[[Reconnaissance]] can give rise to both [[Strategic Planning|Strategic]] and [[Tactical Planning]]. [[Strategic Planning]] since players need to plan how to conduct patrols without knowing the specifics of the situation or need to plan how to avoid others' [[Reconnaissance]] goals, [[Tactical Planning]] since getting information through successes with [[Reconnaissance]] goals make players need to reconsider what they should do.
[[Alarms]]
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[[Rhythm-Based Actions]]
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[[Enemies]]
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[[Traces]]
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[[Movement]]
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[[Area Control]]
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[[Game World Exploration]]
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[[Fog of War]]
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[[Stealth]]
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The [[Reconnaissance]] goals of [[Enemies]] that are performed through static [[Movement]] patterns can require players to perform [[Rhythm-Based Actions]] to avoid detection.
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== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Anticipation]],
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[[Continuous Goals]],
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[[Gain Information]],
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[[Memorizing]],
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[[Predetermined Story Structures]],
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[[Preventing Goals]],
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[[Strategic Planning]],
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[[Surprises]],
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[[Tactical Planning]]
  
==== with ... ====
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==== with [[Enemies]] ====
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[[Rhythm-Based Actions]]
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==== with [[Stealth]] ====
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[[Excluding Goals]],
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[[Scouting]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Stealth]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Fog of War]],
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[[Guard]],
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[[Traces]]
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[[Enemies]] together with [[Uncertainty of Information]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Alarms]],
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[[Area Control]],
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[[Environmental Effects]],
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[[Flanking Routes]],
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[[Hiding Places]],
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[[Game State Overviews]],
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[[Line of Sight]],
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[[Secret Resources]],
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[[Traces]],
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[[Traverse]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Game State Overviews]],
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[[God Views]]
  
 
== History ==
 
== History ==

Latest revision as of 13:49, 26 March 2018

Patrolling game world areas to detect changes.

The actions in games can quite naturally change the locations of game elements or the status of the gameplay environment. Having information about the current state is typically advantageous to players, so if players do not have this directly from the game, they may set up Reconnaissance goals for themselves to acquire this. Reconnaissance goals can also be set up by the game or game masters so they are explicit goals that need to be completed for the gameplay to progress.

Examples

Typical examples of the pattern can be found in Strategy Games where the units have information only about the other units near them. For instance, in the Civilization series player are required to continue moving their units within already explored areas since the movement of enemy units are not detected unless they are near a unit or a city. In the board game Space Hulk, the player playing space marines always knows the presences and location of the enemy "genestealers" but not their exact number. This makes Reconnaissance missions necessary to find where enemy buildups are taking place. Other examples of Strategy Games which require Reconnaissance missions due to one reason or another include Advanced Squad Leader, the Advance Wars series, and the Hearts of Iron series.

Performing Reconnaissance-based missions can be vital for winning Real-Time Strategy Games such as the Defense of the Ancients series and the Starcraft series. First-Person Shooters and other games with similar gameplay that take place in open environments, e.g. the Battlefield and Far Cry series and World War II Online, do not require players to engage in Reconnaissance goals, but doing so can provide tactical advantages.

Using the pattern

The possible reasons for Reconnaissance goals are many: locating Enemies, finding Resources that would otherwise be Secret Resources, Guarding or maintaining Area Control over areas too large to watch from one position. However, there are two main ways of creating Reconnaissance goals that are solvable. One is to have Enemies for which players have an Uncertainty of Information regarding their location due to some circumstance. The other is to have a general Fog of War. The Fog of War may actually be the cause of the Uncertainty of Information but can on its own create solvable Reconnaissance goals - they are solved when all needed areas are observed. Traces offers a third possibility for Reconnaissance goals - it may be enough to find these but since they normally are less noticeable than Enemies they may not need to have gameplay mechanics to hid them (they can also be used to make it easier to notice the presence of Enemies). In many cases it makes sense that the Enemies have Stealth goals (not caring about detection being the main counter reason), and when this occurs the Reconnaissance and Stealth goals become Excluding Goals.

Adding specifics to Reconnaissance goals consists of defining the area that has to be searched, deciding how the Fog of War works if it exists, placing the Enemies (if any), and deciding on the means for players to observe the environment. Hiding Places can make Reconnaissance goals more difficult since players or Agents need to be aware of these and check these as part of searching for changes in areas. Traverse goals are quite often used to limit the area that needs be traveled but still require players to have large areas to watch. Line of Sight is the typical way of being able to detect changes but Alarms can provide additional means. The pattern can support Scouting if players can be Stealthy while performing Reconnaissance.

Reconnaissance differs from Game World Exploration differs in that the places, areas, and area boundaries may all already be known but the players need to notice differences in the environment from what they know. This makes Memorizing a possible supporting activity for succeeding with Reconnaissance goals.

Interface Aspects

Since Reconnaissance goals build upon players not having Perfect Information, games that wish to have these goals may need to consider which presentations of Game Worlds they use. For example, God Views do not work well with Reconnaissance unless tempered by Fog of War. Game State Overviews can help in Reconnaissance tasks but can also make them trivial.

Narrative Aspects

Players' Reconnaissance goals can be woven into Predetermined Story Structures as ways of letting players be introduced to threats. Those of their Enemies are typically part of specific scenes or Levels but do not advance the narration.

Consequences

Reconnaissance goals are special cases of Gain Information goals in that they rely on Uncertainty of Information regarding the locations or existences of Enemies. If there actually are people trying to avoid detection, i.e. Agents with Stealth goals, the Reconnaissance goals modulate the Stealth goals and are Preventing Goals. These goals are also Continuous Goals as they should be performed as long as there is a reasonable risk that there are still Enemies within in a given gameplay area. While having Reconnaissance goals can make players have Anticipation of finding Enemies, actually finding them may still give them Surprises since the actual situation and time may be unexpected.

Reconnaissance can give rise to both Strategic and Tactical Planning. Strategic Planning since players need to plan how to conduct patrols without knowing the specifics of the situation or need to plan how to avoid others' Reconnaissance goals, Tactical Planning since getting information through successes with Reconnaissance goals make players need to reconsider what they should do.

The Reconnaissance goals of Enemies that are performed through static Movement patterns can require players to perform Rhythm-Based Actions to avoid detection.

Relations

Can Instantiate

Anticipation, Continuous Goals, Gain Information, Memorizing, Predetermined Story Structures, Preventing Goals, Strategic Planning, Surprises, Tactical Planning

with Enemies

Rhythm-Based Actions

with Stealth

Excluding Goals, Scouting

Can Modulate

Stealth

Can Be Instantiated By

Fog of War, Guard, Traces

Enemies together with Uncertainty of Information

Can Be Modulated By

Alarms, Area Control, Environmental Effects, Flanking Routes, Hiding Places, Game State Overviews, Line of Sight, Secret Resources, Traces, Traverse

Possible Closure Effects

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Potentially Conflicting With

Game State Overviews, God Views

History

An updated version of the pattern Reconnaissance 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

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