Difference between revisions of "Surrendering"

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If [[Surrendering]] is a wanted behavior of players, implementing a [[Possibility of Graceful Surrender]] for them can make gameplay possible for other players after the surrender.
 
If [[Surrendering]] is a wanted behavior of players, implementing a [[Possibility of Graceful Surrender]] for them can make gameplay possible for other players after the surrender.
  
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=== Can Be Instantiated By ===
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[[Predictable Winner]],
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[[Possibility of Graceful Surrender]],
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[[Unwinnable Games]]
  
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=== Potentially Conflicting With ===
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[[End State Scoring]],
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[[Secret Goals]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Surrendering]] causes [[Early Elimination]] and [[Early Leaving Players]] through self-inflicted [[Player Elimination]]. It can be seen as a modulation of [[Last Man Standing]] since it provides an alternative way for players to be eliminated, but since this exists for free in all games and [[Surrendering]] is rarely a positive experience there is seldom design rationales to encourage [[Surrendering]] in relation to [[Last Man Standing]].
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In conjunction with [[Late Arriving Players]] it formally supports [[Drop-In/Drop-Out]] but only as long as the design of [[Surrendering]] actions does not ruin other players' gameplay.
  
 
== Relations ==
 
== Relations ==

Revision as of 23:21, 15 January 2015

The act of a player to abandon a game instance in acknowledgment of being beat.

Many games recognize one player as a winner of a game instance in some way. Those that do naturally give players the goal of being the winner, but can also make players that perceive that they have no chance of winning decide that the best thing they can do is Surrendering and start doing something else.

Examples

Anti-Examples

optional

Using the pattern

mention rage quitting

While Surrendering may be seen as a Negative Pattern, it is that only way to end participation in Unwinnable Games.

The possibility of perceiving a Predictable Winner which is not oneself can trigger a wish for Surrendering.

If Surrendering is a wanted behavior of players, implementing a Possibility of Graceful Surrender for them can make gameplay possible for other players after the surrender.

Can Be Instantiated By

Predictable Winner, Possibility of Graceful Surrender, Unwinnable Games

Potentially Conflicting With

End State Scoring, Secret Goals

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Surrendering causes Early Elimination and Early Leaving Players through self-inflicted Player Elimination. It can be seen as a modulation of Last Man Standing since it provides an alternative way for players to be eliminated, but since this exists for free in all games and Surrendering is rarely a positive experience there is seldom design rationales to encourage Surrendering in relation to Last Man Standing.

In conjunction with Late Arriving Players it formally supports Drop-In/Drop-Out but only as long as the design of Surrendering actions does not ruin other players' gameplay.

Relations

Can Instantiate

Early Elimination, Early Leaving Players, Player Elimination

with Late Arriving Players

Drop-In/Drop-Out

Can Modulate

Last Man Standing

Can Be Instantiated By

Predictable Winner, Possibility of Graceful Surrender, Unwinnable Games

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

End State Scoring, Secret Goals

History

New pattern created in this wiki.

References

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Acknowledgements

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