Difference between revisions of "Rhythm-Based Actions"

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[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Action Patterns]]
 
[[Category:Action Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Needs examples]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
 
''An activity requiring players to time their actions in relation to a rhythm.''
 
''An activity requiring players to time their actions in relation to a rhythm.''
  
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=== Examples ===
 
=== Examples ===
Example: Pappa the Rapper as well as dancing games such as Dance Dance Revolution require players to hit various buttons in certain combinations while following certain rhythms. Gameplay is eased by having music or songs that have the same rhythm the players must follow.
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Early sports games such as [[Olympic Decathlon]] or [[Summer Games]] primarily stimulated [[:Category:Sports|Sports]] by requiring players to perform long sequences of [[Rhythm-Based Actions]], and the outcome was judged upon how well the players kept the rhythm.
  
[[Rock Band series]]
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[[PaRappa the Rapper]] require players to hit various buttons in certain combinations while following certain rhythms, and eases gameplay by having music or songs that have the same rhythm the players must follow. [[Donkey Konga]] and the [[Rock Band series]] does the same but provide specialized instrument-like game controls; the [[Dance Dance Revolution series]] similarly provides a dance mat to make players dance to play.
  
Example: Early sports games such as Decathlon primarily stimulated sports by requiring players to perform long sequences of Rhythm-Based Actions and judging the outcome from how well the players kept the rhythm.
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The fantasy game series [[Dragon's Lair series|Dragon's Lair]], the thriller [[Heavy Rain]], and the 2013 version in the [[Tomb Raider series]] require players to press certain sequences of buttons correctly to successfully complete some action events in the games.
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Rhythm-Based Actions]] is a way to require players to perform individual actions in [[Real-Time Games]]. The actions themselves typically are simple ones, such as button presses, and the design of the pattern mainly consist of deciding with combinations and what [[Timing]] is required.
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[[Rhythm-Based Actions]] is a way to require players to perform individual actions in [[Real-Time Games]], e.g. avoiding [[Ultra-Powerful Events]] such as [[Moveable Tiles]] or avoiding [[Enemies]] with [[Reconnaissance]] goals. The actions themselves typically are simple ones, such as button presses, and the design of the pattern mainly consist of deciding with combinations and what [[Timing]] is required. Since they are self-contained the difficulty of these actions can be set with quite high level of precision, and this makes [[Rhythm-Based Actions]] good candidates for [[Complex Gameplay]] and through this [[Challenging Gameplay]], especially since they are quite unproblematic to run user tests on.
  
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Two main sub-varieties of [[Rhythm-Based Actions]] exist. [[Quick Time Events]] are a form of [[Rhythm-Based Actions]] used to create [[Mini Games]] in other games (found for example in [[Heavy Rain]]), either to provide [[Tension]] or to provide [[Varied Gameplay]]. The other consists of equipping players with [[Mimetic Interfaces]] so that their actions while gaming are similar to play an instrument or dancing.
  
[[Extended Actions]]
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The reasons for performing [[Rhythm-Based Actions]] can simply be to [[Survive]], which may have a direct diegetic explanation (e.g. [[Dragon's Lair series|Dragon's Lair]]) or not (e.g. [[Dance Dance Revolution series]]). In other cases they are to achieve [[Combos]] - and when these [[Combos]] are the only way to beat [[Enemies]] this adds the reason of achieving [[Overcome]] goals for performing the [[Rhythm-Based Actions]].
[[Challenging Gameplay]]
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[[Combos]]
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Having [[Clickability]] in a game is a way of letting players have the option to engage in their own [[Rhythm-Based Actions]].
[[Quick Time Events]]
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Rhythm-Based Actions are basically sequences of Extended Actions that require Timing in Real-Time Games. Depending on the nature of the actions, feedback to players takes different forms in Rhythm-Based Actions: where the actions represent dancing and other non-dangerous activities, Progress Indicators and Illusionary Rewards usually provide feedback to how well players are executing the actions, but few Rewards or Penalties that affect the actual activity are given; where the actions are related to Overcome goals or Combat actions such as Combos, failing to keep the rhythm often ends Extended Actions but has no further Penalties; and where the Rhythm-Based Actions have to do with movement-related Combos, the effect of failing to keep the rhythm often means that players have to suffer the Penalties associated with Deadly Traps.
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Ultra-Powerful Events,Moveable Tiles, and Enemies with Reconnaissance goals can all be used to require Rhythm-Based Actions in games. The Right Level of Difficulty of these actions can easily be modulated by the tempo that has to be followed and by providing the Right Level of Complexity of the actions that have to be performed in that tempo.
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 +
While [[Rhythm-Based Actions]] can be explained as copies of other activities through [[Mimetic Interfaces]] in some games (e.g. the [[Rock Band series]]), in others they are mapped to [[Movement]] (e.g. [[Dragon's Lair series|Dragon's Lair]]). Failing the later, especially when the [[Rhythm-Based Actions]] are linked to [[Survive]] goals, can diegetically be represented as triggering deadly  [[Traps]]. However, some [[Traps]] are constructed as repeating events that instead require [[Rhythm-Based Actions]] to navigate. This means that both patterns can modulate each other.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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Unless used to avoid actual [[Obstacles]] or [[Enemies]] in a [[Game Worlds|Game World]], players need some way of knowing what [[Rhythm-Based Actions]] they need to do in the immediate future. This is most often done through [[Progress Indicators]] which at the same time provide [[Hovering Closures]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
[[Rhythm-Based Actions]] are actions performed with the intentions of achieving temporal [[Configuration] goals in [[Real-Time Games]]. The motivation for the [[Rhythm-Based Actions]] often comes from games where [[The Show Must Go On]], and the players are either supposed to follow the rhythm of an [[Agent]] giving mentorship or to avoid dangers in the world.
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[[Rhythm-Based Actions]] are [[Extended Actions]] performed with the intentions of achieving temporal [[Configuration]] goals in [[Real-Time Games]]. As such they can create [[Performance Uncertainty]] and are also examples of [[Combos]] which may be important to gain [[Gameplay Mastery]] of a game. The motivation for the [[Rhythm-Based Actions]] often comes from games where [[The Show Must Go On]], and the players are either supposed to follow the rhythm of an [[Agents|Agent]] giving mentorship or to avoid dangers in the world - typically [[Obstacles]] or [[Traps]].
  
By requiring repetitious actions, either in tempo or in type of action, [[Rhythm-Based Actions]] can give [[Sensory-Motoric Engrossment]].
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[[Rhythm-Based Actions]] provide [[Anticipation]] and [[Hovering Closures]] since players need to be aware of what they should do next. This, and that they create [[Repetitive Gameplay]], either in tempo or in type of action, make it possible for players performing [[Rhythm-Based Actions]] to have [[Sensory-Motoric Engrossment]].
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Anticipation]],
 +
[[Combos]],
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[[Complex Gameplay]],
 
[[Configuration]],  
 
[[Configuration]],  
[[Sensory-Motoric Engrossment]]
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[[Extended Actions]],
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[[Gameplay Mastery]],
 +
[[Hovering Closures]],
 +
[[Mini Games]],
 +
[[Movement]], 
 +
[[Overcome]],
 +
[[Performance Uncertainty]],
 +
[[Repetitive Gameplay]]
 +
[[Sensory-Motoric Engrossment]],
 +
[[Survive]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Real-Time Games]]
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[[Real-Time Games]],
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[[Traps]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Clickability]],
 +
[[Quick Time Events]],
 
[[The Show Must Go On]],  
 
[[The Show Must Go On]],  
[[Timing]]
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[[Timing]],
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[[Enemies]] together with [[Reconnaissance]]
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 +
[[Moveable Tiles]] together with [[Ultra-Powerful Events]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Challenging Gameplay]],
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[[Obstacles]],
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[[Progress Indicators]],
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[[Traps]],
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[[Mimetic Interfaces]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Latest revision as of 08:28, 11 October 2022

An activity requiring players to time their actions in relation to a rhythm.

Real-time games require players to act due to events that occur in the game. When these required actions occur in rhythm, they force players to perform Rhythm-Based Actions, where the timing and stability over time can be just as important as performing the right action.

Examples

Early sports games such as Olympic Decathlon or Summer Games primarily stimulated Sports by requiring players to perform long sequences of Rhythm-Based Actions, and the outcome was judged upon how well the players kept the rhythm.

PaRappa the Rapper require players to hit various buttons in certain combinations while following certain rhythms, and eases gameplay by having music or songs that have the same rhythm the players must follow. Donkey Konga and the Rock Band series does the same but provide specialized instrument-like game controls; the Dance Dance Revolution series similarly provides a dance mat to make players dance to play.

The fantasy game series Dragon's Lair, the thriller Heavy Rain, and the 2013 version in the Tomb Raider series require players to press certain sequences of buttons correctly to successfully complete some action events in the games.

Using the pattern

Rhythm-Based Actions is a way to require players to perform individual actions in Real-Time Games, e.g. avoiding Ultra-Powerful Events such as Moveable Tiles or avoiding Enemies with Reconnaissance goals. The actions themselves typically are simple ones, such as button presses, and the design of the pattern mainly consist of deciding with combinations and what Timing is required. Since they are self-contained the difficulty of these actions can be set with quite high level of precision, and this makes Rhythm-Based Actions good candidates for Complex Gameplay and through this Challenging Gameplay, especially since they are quite unproblematic to run user tests on.

Two main sub-varieties of Rhythm-Based Actions exist. Quick Time Events are a form of Rhythm-Based Actions used to create Mini Games in other games (found for example in Heavy Rain), either to provide Tension or to provide Varied Gameplay. The other consists of equipping players with Mimetic Interfaces so that their actions while gaming are similar to play an instrument or dancing.

The reasons for performing Rhythm-Based Actions can simply be to Survive, which may have a direct diegetic explanation (e.g. Dragon's Lair) or not (e.g. Dance Dance Revolution series). In other cases they are to achieve Combos - and when these Combos are the only way to beat Enemies this adds the reason of achieving Overcome goals for performing the Rhythm-Based Actions.

Having Clickability in a game is a way of letting players have the option to engage in their own Rhythm-Based Actions.

Diegetic Aspects

While Rhythm-Based Actions can be explained as copies of other activities through Mimetic Interfaces in some games (e.g. the Rock Band series), in others they are mapped to Movement (e.g. Dragon's Lair). Failing the later, especially when the Rhythm-Based Actions are linked to Survive goals, can diegetically be represented as triggering deadly Traps. However, some Traps are constructed as repeating events that instead require Rhythm-Based Actions to navigate. This means that both patterns can modulate each other.

Interface Aspects

Unless used to avoid actual Obstacles or Enemies in a Game World, players need some way of knowing what Rhythm-Based Actions they need to do in the immediate future. This is most often done through Progress Indicators which at the same time provide Hovering Closures.

Consequences

Rhythm-Based Actions are Extended Actions performed with the intentions of achieving temporal Configuration goals in Real-Time Games. As such they can create Performance Uncertainty and are also examples of Combos which may be important to gain Gameplay Mastery of a game. The motivation for the Rhythm-Based Actions often comes from games where The Show Must Go On, and the players are either supposed to follow the rhythm of an Agent giving mentorship or to avoid dangers in the world - typically Obstacles or Traps.

Rhythm-Based Actions provide Anticipation and Hovering Closures since players need to be aware of what they should do next. This, and that they create Repetitive Gameplay, either in tempo or in type of action, make it possible for players performing Rhythm-Based Actions to have Sensory-Motoric Engrossment.

Relations

Can Instantiate

Anticipation, Combos, Complex Gameplay, Configuration, Extended Actions, Gameplay Mastery, Hovering Closures, Mini Games, Movement, Overcome, Performance Uncertainty, Repetitive Gameplay Sensory-Motoric Engrossment, Survive

Can Modulate

Real-Time Games, Traps

Can Be Instantiated By

Clickability, Quick Time Events, The Show Must Go On, Timing,

Enemies together with Reconnaissance

Moveable Tiles together with Ultra-Powerful Events

Can Be Modulated By

Challenging Gameplay, Obstacles, Progress Indicators, Traps, Mimetic Interfaces

Possible Closure Effects

Potentially Conflicting With

History

A rewrite of the pattern Rhythm-Based Actions 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.

Acknowledgments

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