Difference between revisions of "Ultra-Powerful Events"

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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Ability Losses]],  
 
[[Ability Losses]],  
[[Freedom of Choice]],
 
 
[[Game Worlds]],  
 
[[Game Worlds]],  
 
[[Ghosts]],  
 
[[Ghosts]],  
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[[Turn Taking]]
 
[[Turn Taking]]
  
[[Dedicated Game Facilitators]] and [[Game Masters]] can make any event into an [[Ultra-Powerful Events|Ultra-Powerful Event]], for example through [[Fudged Results]] or by making players [[Helplessness|Helpless]].  
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[[Dedicated Game Facilitators]] and [[Game Masters]] can make any event into an [[Ultra-Powerful Events|Ultra-Powerful Event]], for example through [[Fudged Results]] or by making players [[Helplessness|Helpless]]. Examples of design features whose events are often made into [[Ultra-Powerful Events]] include [[Controllers]], [[Deadly Traps]], [[Location-Fixed Abilities]], [[Movement]], [[One-Way Travel]], [[Quick Returns]], [[Quick Travel]], [[Shrinking Game Worlds]], [[Switches]], [[Traps]], and [[Damage]] done due to [[Moveable Tiles]].
 
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Alien Space Bats]],  
 
[[Alien Space Bats]],  
 
[[Character Defining Actions]],  
 
[[Character Defining Actions]],  
[[Controllers]],
 
[[Cutscenes]],
 
[[Deadly Traps]]
 
,
 
[[Location-Fixed Abilities]],
 
 
[[Loyalty]],  
 
[[Loyalty]],  
[[Movement]],
 
[[One-Way Travel]],
 
[[Quick Returns]],
 
[[Quick Travel]],
 
[[Scripted Information Sequences]],
 
[[Shrinking Game Worlds]],
 
[[Switches]],
 
[[Traps]],
 
 
[[Damage]] together with [[Moveable Tiles]]
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
=== Interface Aspects ===
 
  
 
=== Narration Aspects ===
 
=== Narration Aspects ===
 
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[[Narration Structures]] and [[Predetermined Story Structures]] are primarily constructed through [[Ultra-Powerful Events]], and the presence of these of course heavily influence how [[Storytelling]] can be done. [[Cutscenes]] and [[Scripted Information Sequences]] are [[Ultra-Powerful Events]] used nearly exclusively for narrative purposes.
[[Narration Structures]] and [[Predetermined Story Structures]] are primarily constructed through [[Ultra-Powerful Events]], and the presence of these of course heavily influence how [[Storytelling]] can be done.
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== Consequences ==
 
== Consequences ==
[[Ultra-Powerful Events]] are difficult to combine with both [[Free Game Element Manipulation]] and [[Self-Facilitated Games]]. Those which are known in advance work create [[Anticipation]] while working against [[Exaggerated Perception of Influence]]; those that aren't work against players having a [[Determinable Chance to Succeed]]. Known [[Ultra-Powerful Events]] also led games to having [[Predictable Consequences]], and this can be [[Strategic Knowledge]] and make games with it have [[Stimulated Planning]].
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[[Ultra-Powerful Events]] are difficult to combine with both [[Free Game Element Manipulation]] and [[Self-Facilitated Games]], and they typically affect players' [[Freedom of Choice]]. Those which are known in advance work create [[Anticipation]] while working against [[Exaggerated Perception of Influence]]; those that aren't work against players having a [[Determinable Chance to Succeed]]. Known [[Ultra-Powerful Events]] also led games to having [[Predictable Consequences]], and this can be [[Strategic Knowledge]] and make games with it have [[Stimulated Planning]].
  
 
== Relations ==
 
== Relations ==

Revision as of 15:36, 30 July 2016

Events that cannot be affected by player actions.

This pattern is a still a stub.

Examples

Left 4 Dead series

Using the pattern

Ultra-Powerful Events are either used to make some events always take place or to make Extended Actions uninterruptible. They are one way of ensured that The Show Must Go On. While players cannot stop Ultra-Powerful Events from occurring their effects may not be since other events can counter the changes to the game state the first events caused. Thus, Ultra-Powerful Events may be a good starting point for creating Irreversible Events but designing for this has to take into account Reversibility that can occur from other actions and events. Of course, Reversibility of Ultra-Powerful Events may be desired.

Can Instantiate

Companions, Delayed Effects, Downtime, Hovering Closures, Spectators, Surprise Attacks, Time Limits,

with Moveable Tiles

Strategic Knowledge, Rhythm-Based Actions, Timing

Can Modulate

Ability Losses, Game Worlds, Ghosts, Maneuvering, Quick Travel, Turn Taking

Dedicated Game Facilitators and Game Masters can make any event into an Ultra-Powerful Event, for example through Fudged Results or by making players Helpless. Examples of design features whose events are often made into Ultra-Powerful Events include Controllers, Deadly Traps, Location-Fixed Abilities, Movement, One-Way Travel, Quick Returns, Quick Travel, Shrinking Game Worlds, Switches, Traps, and Damage done due to Moveable Tiles.

Can Be Instantiated By

Alien Space Bats, Character Defining Actions, Loyalty,

Diegetic Aspects

Narration Aspects

Narration Structures and Predetermined Story Structures are primarily constructed through Ultra-Powerful Events, and the presence of these of course heavily influence how Storytelling can be done. Cutscenes and Scripted Information Sequences are Ultra-Powerful Events used nearly exclusively for narrative purposes.

Consequences

Ultra-Powerful Events are difficult to combine with both Free Game Element Manipulation and Self-Facilitated Games, and they typically affect players' Freedom of Choice. Those which are known in advance work create Anticipation while working against Exaggerated Perception of Influence; those that aren't work against players having a Determinable Chance to Succeed. Known Ultra-Powerful Events also led games to having Predictable Consequences, and this can be Strategic Knowledge and make games with it have Stimulated Planning.

Relations

Can Instantiate

Anticipation, Companions, Delayed Effects, Downtime, Hovering Closures, Narration Structures, Predictable Consequences, Predetermined Story Structures, Spectators, Stimulated Planning, Strategic Knowledge, Surprise Attacks, Time Limits,

with Moveable Tiles

Strategic Knowledge, Rhythm-Based Actions, Timing

Can Modulate

Ability Losses, Extended Actions, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel, Storytelling, The Show Must Go On, Turn Taking

Can Be Instantiated By

Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Deadly Traps Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Switches, Traps,

Damage together with Moveable Tiles

Can Be Modulated By

Irreversible Events, Reversibility

Possible Closure Effects

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Potentially Conflicting With

Determinable Chance to Succeed, Exaggerated Perception of Influence, Free Game Element Manipulation, Self-Facilitated Games,

History

An updated version of the pattern Ultra-Powerful Events 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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