Difference between revisions of "Safe Havens"

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''Locations in game worlds where game elements are safe from harmful game events.''
 
''Locations in game worlds where game elements are safe from harmful game events.''
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[[Construction]]
 
[[Construction]]
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 +
[[Diegetically Outstanding Features]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
Safe Havens naturally create Goal Points for Traverse goalsand thereby also Strategic Locations. As the players can pause and reconsider their next moves there, this also promotes Stimulated Planning and can be used to lessen Tension or to modulate the gameplay to shift between stressful periods and calmer periods.
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[[Safe Havens]] naturally create [[Check Points]] for [[Traverse]] goals, and thereby create [[Strategic Locations]]. As the players can pause and reconsider their next moves there, this also promotes [[Stimulated Planning]] and can be used to lessen [[Tension]], or to modulate the gameplay to shift between stressful periods and calmer periods.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Check Points]],
 +
[[Stimulated Planning]],
 +
[[Strategic Locations]]
  
 
==== with ... ====
 
==== with ... ====
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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Avatars]],  
 
[[Avatars]],  
 +
[[Traverse]],
 
[[Units]]  
 
[[Units]]  
  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Deadly Traps]]  
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[[Deadly Traps]],
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[[Diegetic Consistency]],
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[[Tension]]
  
 
== History ==
 
== History ==

Revision as of 20:32, 8 March 2011

Locations in game worlds where game elements are safe from harmful game events.

Many games put players' game elements are risk. To allow players rest these risks, games can be design so that some parts of the game environment provide protection from the threats that create these. This makes them into Safe Havens.

Examples

Pieces on castle squares in Pachisi are safe for capture are thereby provide Safe Havens. In addition, a player's home column is effectively a Safe Haven also since no other pieces can enter it (the same applies for the simpler Ludo).

The Super Mario series have Safe Havens between the levels where players are safe from threats and have time to consider what to do next, and which part of the game world travel to next.

Many first-person shooters have Safe Havens. Each teams home base in the Team Fortress series cannot be entered by the other side and thereby allow players respite after having being killed and respawned - eliminating the risk of being killed immediately after having been being brought back into the game. The Left 4 Dead series provides safe rooms that join levels together (and sometimes intersects individual levels as well) and provide players the chance to resupply on weapons, ammunition, and medical equipment.

Minecraft does not provide any Safe Havens to begin with, but players can quite easily construct their own through manipulating the game environment.

Using the pattern

There are two requirements for a place to be a Safe Haven: first, there should be no environmental elements, such as Deadly Traps, that can negatively affect players. Second, no hostile Agents or players should be able to affect the area. This can be done by having Private Game Spaces, or, in cases where Units or Avatars can perform hostile actions, limiting access by requiring a form of Privileged Movement to enter (or Privileged Actions to make access possible).


Time Limits

Stimulated Planning Pottering

Risk/Reward

Capture

Tension

Camping


However, the Safe Haven does not have to be permanent, for example it can either be safe under a certain Time Limit or until the players in the Safe Haven perform certain actions. Some Safe Havens also make it impossible for players to have negative consequences of their own actions. These forms of Safe Havens support Experimenting.

One variant to hinder hostile activities within a Safe Haven is to allow hostile Agents or players in the area but make hostile actions impossible within the Safe Haven. Sometimes these kinds of Safe Havens are safe only for the lower ranking players. For example, the home cities in Dark Age of Camelot are safe only for low level characters. By making the Safe Haven a neutral area, players can be offered the possibility for Negotiation and forming Dynamic Alliances.

Safe Havens are often combined with Spawn Points to ensure that the Spawning of Avatars or Units the Game World cannot immediately be followed by attacks by other players. In games with Team Play this allows the teams to at least have a minimal area they always control. Placing Resource Generators inside such Safe Havens will further enhance the Balancing Effect.

One kind of Save Haven can be constructed by making Avatars and Units indestructible for a short period of time after spawning. This approach is typically used in multiplayer games with no teams and games where the Save Haven is publicly accessible to all players.

Construction

Diegetically Outstanding Features

Diegetic Aspects

For Diegetic Consistency to be maintained, Safe Havens can need diegetic explanations, e.g. the Left 4 Dead series does this by only making players able to open the doors to safe rooms (an example of a Privileged Action).

Consequences

Safe Havens naturally create Check Points for Traverse goals, and thereby create Strategic Locations. As the players can pause and reconsider their next moves there, this also promotes Stimulated Planning and can be used to lessen Tension, or to modulate the gameplay to shift between stressful periods and calmer periods.

Relations

Can Instantiate

Check Points, Stimulated Planning, Strategic Locations

with ...

Can Modulate

Avatars, Traverse, Units

Can Be Instantiated By

Privileged Movement, Private Game Spaces

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Deadly Traps, Diegetic Consistency, Tension

History

An updated version of the pattern Safe Havens 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

-