Difference between revisions of "Tension"

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(Can Be Instantiated By)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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Making players feel [[Tension]] depends on making them care about some part of the game and then introduce uncertainty that the outcome will positive or be the best possible.
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[[Tension]] can be increased by making gaming actions more difficult for players. [[Time Limits]], e.g. how long [[Power-Ups]] last or how long one has to do [[Action Programming]] or [[Tactical Planning]], does this by forcing players to have to try to complete their actions in less time than they may want to use. While [[Real-Time Games]] do not in themselves create [[Tension]], the need of doing either [[Action Programming]] or [[Tactical Planning]] or feeling the need for [[Stimulated Planning]] in such games can be enough to create [[Tension]] in a game.
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Another way of increasing [[Tension]] is removing agency for players when they have started actions. [[Turn Taking]] is an old solution to this found in classical board games such as [[Chess]] and [[Go]] since once one has completed ones turn one cannot affect the game until the other player has done his or her turn, and one will have to accept mistakes one has made. [[Helplessness]], either involuntary or through committing to [[Extended Actions]], is another way to make players temporary unable to do anything about their game situation. [[Delayed Effects]] does not necessary remove overall agency but can make players have to wait for wanted effects in a game without being able to quicken their arrival.
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[[Delayed Reciprocity]],
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[[Betrayal]],
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The presence of Deadly Traps, Player Killing,Player Elimination, and Enemies with Overcome goals guarantees the existence of forces that are trying to inflict Penalties or Damage on players, so these can be used to create Tension. This can be further modulated by using Near Miss Indicators, by making the Enemies more powerful over time, as Boss Monsters are examples of, or by making Tied Results impossible through Tiebreakers. The threat of Early Elimination is a concrete way to raise Tension. Competition and Conflict between players also creates Tension, often more than by the presence of Enemies. This Tension between the players can be modulated with Balancing Effects. When the ways to overcomethe Enemies orother players depend on Paper-Rock-Scissors relations, the Tension can be further increased since players may choose ineffective methods. Consumers with no positive effects that automatically consume players' Resources provide similar Tension to players as Enemies and opposing players.
 
The presence of Deadly Traps, Player Killing,Player Elimination, and Enemies with Overcome goals guarantees the existence of forces that are trying to inflict Penalties or Damage on players, so these can be used to create Tension. This can be further modulated by using Near Miss Indicators, by making the Enemies more powerful over time, as Boss Monsters are examples of, or by making Tied Results impossible through Tiebreakers. The threat of Early Elimination is a concrete way to raise Tension. Competition and Conflict between players also creates Tension, often more than by the presence of Enemies. This Tension between the players can be modulated with Balancing Effects. When the ways to overcomethe Enemies orother players depend on Paper-Rock-Scissors relations, the Tension can be further increased since players may choose ineffective methods. Consumers with no positive effects that automatically consume players' Resources provide similar Tension to players as Enemies and opposing players.
  
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[[Time Limits]], e.g. to [[Power-Ups]] or [[Action Programming]] or [[Tactical Planning]],
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Agents]],  
 
[[Agents]],  
 
[[Balancing Effects]],  
 
[[Balancing Effects]],  
[[Betrayal]],
 
 
[[Boss Monsters]],  
 
[[Boss Monsters]],  
 
[[Camping]],  
 
[[Camping]],  
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[[Companions]],  
 
[[Companions]],  
 
[[Damage]],  
 
[[Damage]],  
[[Delayed Effects]],
 
[[Delayed Reciprocity]],
 
 
[[Detective Structures]],  
 
[[Detective Structures]],  
 
[[Early Elimination]],  
 
[[Early Elimination]],  
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[[Game State Indicators]],  
 
[[Game State Indicators]],  
 
[[Guilting]],  
 
[[Guilting]],  
[[Helplessness]],
 
 
[[Interruptible Actions]],  
 
[[Interruptible Actions]],  
 
[[Lives]],  
 
[[Lives]],  
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[[Traitors]],  
 
[[Traitors]],  
 
[[Traps]],  
 
[[Traps]],  
[[Turn Taking]]
 
  
 
[[Game Items]] together with [[Stealing]]
 
[[Game Items]] together with [[Stealing]]
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[[Geometric Progression]] together with [[Investments]] and [[Positive Feedback Loops]]
 
[[Geometric Progression]] together with [[Investments]] and [[Positive Feedback Loops]]
  
[[Helplessness]] together with [[Extended Actions]]
 
 
[[Real-Time Games]] together with [[Action Programming]], [[Stimulated Planning]], or [[Tactical Planning]]
 
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Time Limits]],
 
 
[[Turn Taking]]
 
[[Turn Taking]]
  

Revision as of 09:39, 16 November 2011

The feeling of caring about the outcome of actions or events in a game without having full control over them.

Games may make players feel stress or apprehension, but this is typically less or a problem or even a wanted characteristic in them since players typically have willingly volunteered to take part of the gaming activity offered by the game. This Tension occurs when players have emotional investments in uncertain outcomes where some of the outcomes are perceived as being negative and others as being positive.

Examples

Example: Having placed most of one's markers in a bet in Poker is a classical case where players can feel tension.

Example: The dark and claustrophobic environments in the Doom games easily cause Tension as players guide their Avatars through rooms and corridors, expecting monsters to appear.

Left 4 Dead series Space Alert

Using the pattern

Making players feel Tension depends on making them care about some part of the game and then introduce uncertainty that the outcome will positive or be the best possible.


Tension can be increased by making gaming actions more difficult for players. Time Limits, e.g. how long Power-Ups last or how long one has to do Action Programming or Tactical Planning, does this by forcing players to have to try to complete their actions in less time than they may want to use. While Real-Time Games do not in themselves create Tension, the need of doing either Action Programming or Tactical Planning or feeling the need for Stimulated Planning in such games can be enough to create Tension in a game.

Another way of increasing Tension is removing agency for players when they have started actions. Turn Taking is an old solution to this found in classical board games such as Chess and Go since once one has completed ones turn one cannot affect the game until the other player has done his or her turn, and one will have to accept mistakes one has made. Helplessness, either involuntary or through committing to Extended Actions, is another way to make players temporary unable to do anything about their game situation. Delayed Effects does not necessary remove overall agency but can make players have to wait for wanted effects in a game without being able to quicken their arrival.

Delayed Reciprocity, Betrayal,


The presence of Deadly Traps, Player Killing,Player Elimination, and Enemies with Overcome goals guarantees the existence of forces that are trying to inflict Penalties or Damage on players, so these can be used to create Tension. This can be further modulated by using Near Miss Indicators, by making the Enemies more powerful over time, as Boss Monsters are examples of, or by making Tied Results impossible through Tiebreakers. The threat of Early Elimination is a concrete way to raise Tension. Competition and Conflict between players also creates Tension, often more than by the presence of Enemies. This Tension between the players can be modulated with Balancing Effects. When the ways to overcomethe Enemies orother players depend on Paper-Rock-Scissors relations, the Tension can be further increased since players may choose ineffective methods. Consumers with no positive effects that automatically consume players' Resources provide similar Tension to players as Enemies and opposing players.

Narrative Structures can create Tension in games in the same ways as in other narrative mediums, and can be modulated by Clues or Red Herrings, but can also do so in games through modulating players' Perceived Chance to Succeed, typically by giving players an Uncertainty of Information. However, when narratives do not contain Tension, or when the unfolding of them causes players to have Downtime, players are likely to lose any feeling of Tension. Game Masters can notice these occurrences and adjust the Narrative Structure or interaction accordingly.

Putting Time Limits on how long players have to try and succeed with actions is an effective way to create Tension. This can be done as an explicit Time Limit or be achieved implicitly through The Show Must Go On. The Tension can then be further increased by requiring Attention Swapping.

Another way to modulate the Tension is by restricting players' powers or freedom, for example, by Shrinking Game Worlds,Limited Set of Actions, or Movement Limitations. TheTension caused by dangerous opponents or objects in the Game World can be modulated by setting the Right Level of Difficulty and can be made to be present before the threats themselves when Traces are used.

Forcing players to make commitments and then not letting them affect the outcome, or at least limit how they can affect the outcome, can create Tension. Betting and Stealth are similar in that they are activities that require Turn Taking, Downtime, and No-Ops can create Tension, and both are usually combined with Randomness, Tradeoffs, Risk/Reward choices, and the possibility to feel Luck. Geometric Rewards for Investments can create this form of Tension as the invested Resources are bound, and failed investments cause not only the already invested resources to be lost but lessen the value of Resources that have not yet been invested. This form of Tension can be further modulated through the presence of Progress Indicators and Status Indicators but can be ruined by Perfect Information about the evaluation function and all the game state values that affect the function. However, Tension can be lost instead of created if the players lose a Perceived Chance to Succeed because of necessary Leaps of Faith, extended Downtime, or Turn Taking.

Many activities and goals in games combine several of these aspects, for example, Combat or Aim & Shoot activities give players opponents and threaten to take players' Lives. Continuous Goals and Extended Actions withDelayed Effects can combine the risk of losing ongoing Rewards with the threats of Penalties, for example, through King of the Hill or Evade goals and in Quick Games.

Many aspects of Cooperation and Social Interaction where players have to rely on other players' actions give rise to Tension. Any interaction where Uncertainty of Information or possibility for disinformationexists due to player communication can generate Tension, but it is especially likely to occur with Delayed Reciprocity or when Betrayal and Bluffing is possible. Examples when Tension can be created in this fashion include Player-Decided Distribution of Rewards & Penalties and the presence of Shared Resources. Tension related to Social Interaction exists in many cases for both the ones that can lose from the actions and the ones that can gain, as is typical in Social Dilemmas.

Reversability and the possibility to recreate previous game states through Save-Load Cycles lessens Tension, as players can replay moments that contained Tension and the feeling is less likely to be as strong on subsequent exposures. Therefore, Tension does not usually work together with general Experimenting, although they can do so when the experimentation is motivated by Player Defined Goals.

Tension can be caused by putting players in the position of missing Rewards or in the position of receiving Penalties, which either affect themselves or something with which they have Identification. Especially Competition and questions of Ownership can evoke Tension, in the latter case either because players have Gain Ownership goals or because opponents want to take away Ownership of something from players. Anticipation is a way to modulate Tension, the more Anticipation players feel, the more Tension they will also likely feel. Feeling forced to perform actions within a certain Time Limit, for example in The Show Must Go On, can in some cases be a reason for Tension to occur. Game Pauses in general have an effect on levels of Tension.

Within the context of single game instances the problem of repeated exposure can partly be mitigated by Higher-Level Closures as Gameplay Progresses, as for example, naturally occurs in Tournaments or can be explicitly designed through Boss Monsters or Narrative Structures.

Tension can be difficult to evoke in players when some other specific patterns are present. Games with Casual Gameplay, Framed Freedom, or Pottering are specifically designed to avoid Tension, so these are naturally difficult to combine with the pattern. Private Game Spaces and Safe Havens do this also, but at localized areas of the games (which may be irrelevant if these are the only places a player can act). Invulnerabilities function similarly but relate to Abilities, Damage, or Environmental Effects. Turn Taking can lower or remove Tension in players since they can plan uninterrupted when it is their turn, and often even when it is not.


Can Be Instantiated By

Aim & Shoot, Alternate Reality Gameplay, Always Vulnerable, Agents, Balancing Effects, Boss Monsters, Camping, Challenging Gameplay, Clues, Combat, Companions, Damage, Detective Structures, Early Elimination, Enemies, Experimenting, Extra-Game Consequences, Feigned Die Rolls, FUBAR enjoyment, Game Masters, Game State Indicators, Guilting, Interruptible Actions, Lives, Movement Limitations, Player Killing, Player Elimination, PvP, Quick Time Events, Races, Randomness, Red Herrings, Shared Resources, Shrinking Game Worlds, Social Dilemmas, Spawn Points, Speed Runs, Stealth, Temporary Abilities, Territories, Time Limits, Time Pressure, Token Placement, Traces, Traitors, Traps,

Game Items together with Stealing

Geometric Progression together with Investments and Positive Feedback Loops


Can Be Modulated By

Turn Taking

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Tension is one of the more direct ways games can be designed to have Emotional Engrossment, and succeeding with some activity while under Tension is likely to increase the perceived Value of Effort of the activity. It can however easily spill over from games into the real world as Extra-Game Consequences, and the risk for this happening increase with the presence, as especially combinations of, extra-game rewards, Game-Induced Player Social Status, and questions of related to Heterogeneous Game Element Ownership.

Repeated exposure to the same form of events or actions decreases the Tension they cause, so Replayability and Tension is difficult to combine, especially if the Tension is caused by Predetermined Story Structures, Surprises, or other effects that rely on players not knowing what will occur.

Tension can make some activities more difficult to perform. One such activity is Aim & Shoot and another one is Tactical Planning.

Relations

Can Instantiate

Emotional Engrossment, Extra-Game Consequences

Can Modulate

Aim & Shoot, Tactical Planning

Can Be Instantiated By

Aim & Shoot, Agents, Always Vulnerable, Alternate Reality Gameplay, Balancing Effects, Betrayal, Boss Monsters, Camping, Challenging Gameplay, Clues, Combat, Companions, Damage, Delayed Effects, Delayed Reciprocity, Detective Structures, Early Elimination, Enemies, Experimenting, Extra-Game Consequences, Feigned Die Rolls, FUBAR enjoyment, Game Masters, Game State Indicators, Guilting, Helplessness, Interruptible Actions, Lives, Movement Limitations, Player Killing, Player Elimination, PvP, Quick Time Events, Races, Randomness, Red Herrings, Shared Resources, Shrinking Game Worlds, Social Dilemmas, Spawn Points, Speed Runs, Stealth, Temporary Abilities, Territories, Time Limits, Time Pressure, Token Placement, Traces, Traitors, Traps, Turn Taking

Game Items together with Stealing

Geometric Progression together with Investments and Positive Feedback Loops

Helplessness together with Extended Actions

Real-Time Games together with Action Programming, Stimulated Planning, or Tactical Planning

Can Be Modulated By

Time Limits, Turn Taking

Possible Closure Effects

Value of Effort

Potentially Conflicting With

Casual Gameplay, Framed Freedom, Invulnerabilities, Pottering, Private Game Spaces, Replayability, Safe Havens, Turn Taking

History

A rewrite of the pattern Tension 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.