Difference between revisions of "Switches"

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(Consequences)
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The puzzles in the [[Portal series]] often consist of accessible boxes than can then be put on [[Switches]] to activate various elements on levels. In the co-op mode of [[Portal 2]] one player can sometimes fill this role while the other player performs some necessary action.  
 
The puzzles in the [[Portal series]] often consist of accessible boxes than can then be put on [[Switches]] to activate various elements on levels. In the co-op mode of [[Portal 2]] one player can sometimes fill this role while the other player performs some necessary action.  
 
[[Levels]]
 
 
[[Game Worlds]]
 
 
[[Varying Rule Sets]]
 
  
 
== Using the pattern ==
 
== Using the pattern ==
Buttons can be sticky, i. e. they stay pressed allowing the players to know if the Button is activated or not. If the Button can be pressed again to inactivate it, this can be used to create Reversability, while those that cannot be changed back enforce Irreversible Actions. Buttons, which are not sticky, can cycle through a series of states, for example, pressing a button repeatedly can let a player decide which of the three doors are open.
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Creating [[Switches]] mainly consist of considering what happens when they are activated and what their appearances and positions are like. [[Switches]] may be stateless in that activating them has an immediate effect but they can then be activated again but it is quite common [[Switches]] two states, e.g. on/off or pressed/released, or cycle through a series of states. Activating [[Switches]] can easily be made into [[Irreversible Events]] but not allowing them to change states again afterwards; stateless [[Switches]] can also cause [[Irreversible Events]] if the effects of them can only occur once. An additional option for [[Switches]] with states is to have [[Time Limits]] after which the [[Switches]] change to another state.
  
[[Environmental Effects]]
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Reasons for using [[Switches]] include modifying [[Environmental Effects]] or [[Inaccessible Areas]] in [[Game Worlds]] or [[Levels]], activating [[Varying Rule Sets]] (typically only in [[Levels]]), and ending [[Levels]] or initiating [[Quick Travel]]. [[Alarms]] can simply be [[Switches]] activated by [[Agents]] when they detect certain events or presences. A specific type of [[Switches]] are those that open up [[Quick Returns]] by removing [[Obstacles]].
[[Inaccessible Areas]]
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==== with [[Obstacles]] ====
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[[Quick Returns]]
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=== Can Be Modulated By ===
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[[Irreversible Events]]
+
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
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An option for [[Switches]] that have states is to make their visual presentations "sticky", i.e. they change appearance depending on their state. When used like this, they make the use of [[Game State Indicators]] related to them unnecessary and can thereby help maintain [[Diegetic Consistency]].
=== Interface Aspects ===
+
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
 +
[[Switches]] can game designer precise ways of knowing when players perform specific actions in games, especially when they can only be used once. This can be used to know when to forward [[Predetermined Story Structures]] through initiating [[Cutscenes]], [[Dialogues]], changes in [[Levels]], etc.
  
 
== Consequences ==
 
== Consequences ==
[[Switches]] are simple [[Controllers]] that allow for a limited range of actions, most often turning on or off an effect in the game. Being located at specific points in [[Game Worlds]] or [[Levels]], they modulate these. Their use is often trivial to understand, although the effect of activating them  can activate new rules, thereby instantiating [[Varying Rule Sets]], or may have complex and have long-term consequences on gameplay.
+
[[Switches]] are simple [[Controllers]] that allow for a limited range of actions, most often turning on or off an effect in the game. Being located at specific points in [[Game Worlds]] or [[Levels]], they modulate these. Their use is often trivial to understand, although the effect of activating them  can activate new rules, thereby instantiating [[Varying Rule Sets]], or may have complex and have long-term consequences on gameplay. Depending on how the [[Switches]] handle states or have repeatable effect, they can instantiate [[Irreversible Events]] or [[Reversability]].
  
When players know what effect activating [[Switches]] have, this give not only [[Anticipation]] but also promotes [[Stimulated Planning]]. When players can notice that the state of [[Switches]] have changed from since last they saw them, or from what should be their normal state, this provides them with [[Traces]] of previous gameplay events.
+
When players know what effect activating [[Switches]] have, this give not only [[Anticipation]] but also promotes [[Stimulated Planning]]. Those have [[Time Limits]] associated to certain states add [[Time Pressure]] to players' gameplay experiences. When players can notice that the state of [[Switches]] have changed from since last they saw them, or from what should be their normal state, this provides them with [[Traces]] of previous gameplay events.
  
 
[[Switches]] often affect [[Environmental Effects]], by causing them to exist or disappear, or [[Inaccessible Areas]], by making them accessible or not. They can also enable [[Quick Returns]] by removing [[Obstacles]].
 
[[Switches]] often affect [[Environmental Effects]], by causing them to exist or disappear, or [[Inaccessible Areas]], by making them accessible or not. They can also enable [[Quick Returns]] by removing [[Obstacles]].
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Alarms]],
 
[[Anticipation]],  
 
[[Anticipation]],  
 +
[[Diegetic Consistency]],
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
 
[[Traces]],  
 
[[Traces]],  
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==== with [[Obstacles]] ====
 
==== with [[Obstacles]] ====
 
[[Quick Returns]]
 
[[Quick Returns]]
 +
 +
==== with [[Time Limits]] ====
 +
[[Time Pressure]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Worlds]],  
 
[[Game Worlds]],  
 
[[Inaccessible Areas]],  
 
[[Inaccessible Areas]],  
[[Levels]]
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[[Levels]],
 +
[[Predetermined Story Structures]],
 +
[[Quick Travel]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Irreversible Events]]
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[[Irreversible Events]],
 +
[[Time Limits]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 17:22, 9 May 2011

Game elements that players can use to activate events or actions in game worlds.

Examples

Buttons and levers on the walls are Switches used to open doors, walls, and sections of the floor in the early first-person Computer Roleplaying game Dungeon Master. The early installments in the Doom series had Switches that temporarily opened secret doors that could only be reached by quickly moving some distances within the games. Both the Elder Scrolls and makes use of Switches in the form of pressure plates to activate physics-based "swing object" traps. Fallout 3 and Fallout: New Vegas uses pressure plates in the same fashion, although some of them are linked to "grenade bouquets".

The activation of various types of machinery in the Left 4 Dead series let players proceed in the levels of the game, but also attract the attention of infected humans wanting to kill the players.

The puzzles in the Portal series often consist of accessible boxes than can then be put on Switches to activate various elements on levels. In the co-op mode of Portal 2 one player can sometimes fill this role while the other player performs some necessary action.

Using the pattern

Creating Switches mainly consist of considering what happens when they are activated and what their appearances and positions are like. Switches may be stateless in that activating them has an immediate effect but they can then be activated again but it is quite common Switches two states, e.g. on/off or pressed/released, or cycle through a series of states. Activating Switches can easily be made into Irreversible Events but not allowing them to change states again afterwards; stateless Switches can also cause Irreversible Events if the effects of them can only occur once. An additional option for Switches with states is to have Time Limits after which the Switches change to another state.

Reasons for using Switches include modifying Environmental Effects or Inaccessible Areas in Game Worlds or Levels, activating Varying Rule Sets (typically only in Levels), and ending Levels or initiating Quick Travel. Alarms can simply be Switches activated by Agents when they detect certain events or presences. A specific type of Switches are those that open up Quick Returns by removing Obstacles.

Diegetic Aspects

An option for Switches that have states is to make their visual presentations "sticky", i.e. they change appearance depending on their state. When used like this, they make the use of Game State Indicators related to them unnecessary and can thereby help maintain Diegetic Consistency.

Narrative Aspects

Switches can game designer precise ways of knowing when players perform specific actions in games, especially when they can only be used once. This can be used to know when to forward Predetermined Story Structures through initiating Cutscenes, Dialogues, changes in Levels, etc.

Consequences

Switches are simple Controllers that allow for a limited range of actions, most often turning on or off an effect in the game. Being located at specific points in Game Worlds or Levels, they modulate these. Their use is often trivial to understand, although the effect of activating them can activate new rules, thereby instantiating Varying Rule Sets, or may have complex and have long-term consequences on gameplay. Depending on how the Switches handle states or have repeatable effect, they can instantiate Irreversible Events or Reversability.

When players know what effect activating Switches have, this give not only Anticipation but also promotes Stimulated Planning. Those have Time Limits associated to certain states add Time Pressure to players' gameplay experiences. When players can notice that the state of Switches have changed from since last they saw them, or from what should be their normal state, this provides them with Traces of previous gameplay events.

Switches often affect Environmental Effects, by causing them to exist or disappear, or Inaccessible Areas, by making them accessible or not. They can also enable Quick Returns by removing Obstacles.

Relations

Can Instantiate

Alarms, Anticipation, Diegetic Consistency, Stimulated Planning, Traces, Varying Rule Sets

with Obstacles

Quick Returns

with Time Limits

Time Pressure

Can Modulate

Environmental Effects, Game Worlds, Inaccessible Areas, Levels, Predetermined Story Structures, Quick Travel

Can Be Instantiated By

-

Can Be Modulated By

Irreversible Events, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Buttons 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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