Red Herrings

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Information or potential goals that are designed to either mislead or distract the player Red Herrings can be deliberately designed into the game to provide alternative gameplay paths as distractions to the players. Some games, especially strategy games, also give players themselves the possibility to create Red Herrings as decoys in order to distract or deceive other players. In these cases Red Herrings are used as parts of players' tactics and strategies.

Examples

Example: the player in Medieval: Total War can set up some of the units as decoys in order to lure other players' units into positions where they are vulnerable to surprise attacks. One common tactic is to hide the archers and cavalry on hills covered by trees and use peasant units to lure the opposing cavalry to charge into a position where archers can volley them down while the player's own cavalry charges downhill to outflank the enemy units.

Example: adventure and roleplaying, especially those with mystery elements, use Red Herrings to give players false clues to make progress more difficult and at the same time more interesting.

Example: random wandering monsters in many roleplaying games can distract and in some cases also mislead players.

Using the pattern

Inserting Red Herrings into a game design is basically a case of misdirecting players regarding how they can solve goals, typically Gain Information or Gain Ownership. This means that Red Herrings also requires some level of Imperfect Information to work. The exception is that players can use Red Herrings to lie about their strategies and intentions even in Perfect Information games.

The actual misdirection required of Red Herrings can be constructed by subverting Clues, Diegetically Outstanding Features, Props, Traces, and Helpers. Traps are often Red Herrings but naturally need to appear to be something else to work as such.

The use of Helpers is one way to provide misleading Indirect Information to players through Information Passing. The other way is to let the other players provide these Red Herrings. These can be in the form of decoys to help succeed with Conceal goals, which may be part of Social Interaction.

Can Be Instantiated By

Ephemeral Goals,

Diegetic Aspects

Red Herrings are typically of a diegetic nature (although some may be more related to game interfaces), so they can be considered Diegetic Patterns.

Narrative Aspects

Red Herrings are often present in Predetermined Story Structures, especially those using Detective Structures, to raise the uncertainty regarding how the narrative will progress. It can of course also create Surprises related to the overall plot besides just momentary ones.

Consequences

Red Herrings populate Game Worlds and Levels with irrelevant or misleading content. While this can make Game World Exploration and Navigation more difficult, it can also support Thematic Consistency by providing a more believable amount of content. Discovering that Red Herrings are in fact Red Herrings is likely to be a Surprise, but may also lead to player frustration and work against them feeling a Value of Effort.

The presence of Red Herrings mean that players have a Freedom of Choice while playing, even if there might only be one "correct" alternative. By thus giving players more potential outcomes from actions and more things to consider while playing the game, Red Herrings can create both Complex and Challenging Gameplay, and deciding which actions, information, etc. is worth investigating can be a form of Puzzle Solving. Knowledge that Red Herrings make exist can modulate Anticipation and lead to increased Tension as players are more uncertain about the effects of their efforts.

Red Herrings are potentially conflicting with Supporting Goals in the sense that what to players may seem the latter can turn out to be the former.

Relations

Can Instantiate

Challenging Gameplay, Complex Gameplay, Freedom of Choice, Indirect Information, Puzzle Solving, Surprises, Tension, Thematic Consistency

Can Modulate

Anticipation, Conceal, Detective Structures, Gain Information, Gain Ownership, Game World Exploration, Game World Navigation, Game Worlds, Levels, Predetermined Story Structures

Can Be Instantiated By

Clues, Diegetically Outstanding Features, Ephemeral Goals, Helpers, Imperfect Information, Information Passing, Props, Social Interaction, Traces, Traps

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Supporting Goals

History

An updated version of the pattern Red Herrings 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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