Reconnaissance

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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

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.

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.

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.

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.

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.

Similar to Guard, Reconnaissance is a goal that may never be completed if there are no enemy game elements to detect.

Game World Exploration differs from Reconnaissance in that the places, areas, and area boundaries are not known and the player has to get more information about them when there is Fog of War.

Can Be Instantiated By

Enemies together with Uncertainty of Information

Fog of War

Can Be Modulated By

Alarms, Area Control, Traces

Diegetic Aspects

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 make use of. For example, God Views do not work well with Reconnaissance unless tempered by Fog of War.

Narrative Aspects

Players' Reconnaissance goals can be woven into Predefined 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.

Flanking Routes

Environmental Effects

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 modulates 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, Preventing Goals, Strategic Planning, Surprises, Tactical Planning

with Enemies

Rhythm-Based Actions

Can Modulate

Predefined Story Structures, Stealth

Can Be Instantiated By

Fog of War

Enemies together with Uncertainty of Information

Can Be Modulated By

Alarms, Area Control, Traces

Possible Closure Effects

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Potentially Conflicting With

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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