Difference between revisions of "Sanctioned Cheating"

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''Cheating which either is supported by the game design or is seen as acceptable to a certain degree by other players.''
 
''Cheating which either is supported by the game design or is seen as acceptable to a certain degree by other players.''
  
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A basic agreement when playing games is that one should follow the rules. However, some games give some leeway in this by supporting actions that in other circumstances (or games) would be seen as cheating. These actions might be punishable if other players detected them in multiplayer games or might make others view the actions in a single-player game more as playing than gaming. In both case, the game design does sanction these "cheating" and can by this be said to provide [[Sanctioned Cheating]].
This pattern is a still a stub.
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[[Sanctioned Cheating]]
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=== Examples ===
 
=== Examples ===
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== Consequences ==
 
== Consequences ==
[[Sanctioned Cheating]] requires players to behave as they are doing something while doing something else. This is a form of [[Bluffing]] which may require [[Roleplaying]] that also provides players with a form of [[Stealth]] goals. Players engaging in [[Sanctioned Cheating]] may experience [[Tension]] over the risk of being exposed while those that do not may have [[Tension]] from knowing that other players may be engaging in it. Since the actions provided by the [[Sanctioned Cheating]] is to a certain level forbidden, being able to do them can give players an [[Exaggerated Perception of Influence]].
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[[Sanctioned Cheating]] affects [[Single-Player Games]] and [[Multiplayer Games]] differently. In [[Single-Player Games]] they provide players a greater degree of [[Freedom of Choice]] and give [[Creative Control]] both in creating [[Player Defined Goals]] and in defining what types of activity they actually want to have from interacting with the game; [[Pottering]] for example can significantly be supported through [[Sanctioned Cheating]]. In [[Multiplayer Games]], the pattern typically forces players to behave as they are doing something while doing something else. This is a form of [[Bluffing]] which may require [[Roleplaying]] that also provides players with a form of [[Stealth]] goals. Players engaging in [[Sanctioned Cheating]] may experience [[Tension]] over the risk of being exposed while those that do not may have [[Tension]] from knowing that other players may be engaging in it. Since the actions provided by the [[Sanctioned Cheating]] is to a certain level forbidden, being able to do them can give players an [[Exaggerated Perception of Influence]].
  
 
[[Sanctioned Cheating]] has a fickle relation to [[Game-Based Social Statuses]]; performing [[Sanctioned Cheating]] well may provide a positive status of this type but just as well ruin one depending on the opinions of other players of what is acceptable.
 
[[Sanctioned Cheating]] has a fickle relation to [[Game-Based Social Statuses]]; performing [[Sanctioned Cheating]] well may provide a positive status of this type but just as well ruin one depending on the opinions of other players of what is acceptable.
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== Relations ==
 
== Relations ==
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[[Multiplayer Games]],
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[[Single-Player Games]],
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[[Freedom of Choice]]
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[[Player Defined Goals]]
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[[Pottering]]
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[[Creative Control]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Bluffing]],  
 
[[Bluffing]],  
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[[Roleplaying]],  
 
[[Roleplaying]],  
 
[[Player Balance]],  
 
[[Player Balance]],  
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[[Pottering]],
 
[[Stealth]],  
 
[[Stealth]],  
 
[[Tension]]
 
[[Tension]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Multiplayer Games]],
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[[Single-Player Games]],
 
[[Speedruns]]
 
[[Speedruns]]
  

Revision as of 17:24, 9 September 2014

Cheating which either is supported by the game design or is seen as acceptable to a certain degree by other players.

A basic agreement when playing games is that one should follow the rules. However, some games give some leeway in this by supporting actions that in other circumstances (or games) would be seen as cheating. These actions might be punishable if other players detected them in multiplayer games or might make others view the actions in a single-player game more as playing than gaming. In both case, the game design does sanction these "cheating" and can by this be said to provide Sanctioned Cheating.

Examples

Illuminati, Inte men ... Bluffstopp,

Doom series

cheat codes in Sims series

Mules


Anti-Examples

optional

Using the pattern

Sanctioned Cheating is basically deciding on allowing or making possible certain gameplay actions that are typically seen as cheating. This typically provides an initial set of possible actions to consider, but besides this game designers can consider whom is sanctioned to use them and if there are rule-based consequences to being found out using these actions. That the actions often should be hidden and that they are not presented as direct gameplay actions make Concealing the use of Extra-Game Actions one prime way of creating Sanctioned Cheating. This also implies that some amount of Imperfect Information must exist about the gameplay.

Cheat Codes is a way of creating Sanctioned Cheating to give players access to Resources or give them Abilities, Powers, or Invulnerabilities they otherwise wouldn't have. It is typically only used in Single-Player Games due to the problems with Player Balance and being able to notice its use in Multiplayer Games.

Feigned Die Rolls is a type of Sanctioned Cheating that Game Masters can allow themselves to have by simply hiding their die rolls. They can typically do this without complaints since they are Entitled Players.

Sanctioned Cheating is a Subject Pattern since players can argue that they are allowed since players can do them. In some cases it is also subjective in that players, or more likely Game Masters, can decide that the cheating they are doing is sanctioned on the basis of improving the experience for all players. One example can be "cheating" by worsening your one position to achieve Player Balance, and this type of Sanctioned Cheating can be seen as players taking control of the game to make it a Self-Facilitated Game. Glitch Usage may be a type of Sanctioned Cheating depend on what it is used (i.e. it is subjective if this is the case). One case when it is typically seen as sanctioned is in Speedruns since players attempting these are adding very specific additional goals to the gameplay activity.

Consequences

Sanctioned Cheating affects Single-Player Games and Multiplayer Games differently. In Single-Player Games they provide players a greater degree of Freedom of Choice and give Creative Control both in creating Player Defined Goals and in defining what types of activity they actually want to have from interacting with the game; Pottering for example can significantly be supported through Sanctioned Cheating. In Multiplayer Games, the pattern typically forces players to behave as they are doing something while doing something else. This is a form of Bluffing which may require Roleplaying that also provides players with a form of Stealth goals. Players engaging in Sanctioned Cheating may experience Tension over the risk of being exposed while those that do not may have Tension from knowing that other players may be engaging in it. Since the actions provided by the Sanctioned Cheating is to a certain level forbidden, being able to do them can give players an Exaggerated Perception of Influence.

Sanctioned Cheating has a fickle relation to Game-Based Social Statuses; performing Sanctioned Cheating well may provide a positive status of this type but just as well ruin one depending on the opinions of other players of what is acceptable.

Somewhat paradoxically, Sanctioned Cheating is used to achieve Player Balance; this is probably more common in Self-Facilitated Games since players make take control of the game facilitation specifically for this reason.

Relations

Multiplayer Games, Single-Player Games,

Freedom of Choice Player Defined Goals Pottering Creative Control

Can Instantiate

Bluffing, Exaggerated Perception of Influence, Game-Based Social Statuses, Roleplaying, Player Balance, Pottering, Stealth, Tension

Can Modulate

Multiplayer Games, Single-Player Games, Speedruns

Can Be Instantiated By

Cheat Codes, Feigned Die Rolls, Glitch Usage, Imperfect Information, Self-Facilitated Games

Conceal together with Extra-Game Actions

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Game-Based Social Statuses

History

New pattern created in this wiki.

References

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Acknowledgements

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