Difference between revisions of "Unlocking"

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''The act of getting access to additional abilities or game-related content.''
''The one-sentence "definition" that should be in italics.''
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mention Aki
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Many games withhold abilities or content from players until they have met certain requirements, which may be as simple as reaching a certain level of completing the game or proving a certain level of game mastery. When players have been aware of these abilities or content before they are revealed the act of [[Unlocking]] them becomes significant in itself.
  
This pattern is a still a stub.
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Note: ''This pattern does not look at the opening up of new spatial areas in [[Game Worlds]], see [[Access Rewards]] for discussions on that (and the type of access to game content discussed here(.
  
 
=== Examples ===
 
=== Examples ===
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Players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] could unlock new powers and skills by gaining character levels. This is also found in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] but may here take the form of development trees, as for example in the [[Dragon Age series]]. Similar trees exist in [[:Category:FPS Games|First-Person Shooters]] such as [[Borderlands]] and [[Dead Island]]. [[Unlocking]] new weapons in the [[Battlefield series]] does not give access to better weapons but rather ones that are more specialized.
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Games on social network platforms such as Facebook, e.g. [[CityVille]] and [[Empires & Allies]], also make use of [[Unlocking]] but here this is typically tied to being able to finish constructions and players can pay money to do this instead of having to get the help from a certain amount of friends.
  
 
== Using the pattern ==
 
== Using the pattern ==
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Designing for players to be able to perform [[Unlocking]] in games rely on deciding what [[Abilities]] or game-related content can be unlocked and announcing this to the players. [[Unlocking]] is often applied to control how [[Privileged Abilities]], [[Vehicles]], and [[Weapons]] are introduced into gameplay. [[Sidegrades]] is a specific type of game content acquired by [[Unlocking]] that instead of directly improving players' abilities give them a greater [[Freedom of Choice]].
  
=== Diegetic Aspects ===
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[[Achievements]] and [[Development Trees]], the latter linked for example to [[Powers]], [[Skills]], or [[Technologies]], are examples of patterns that by their nature provide [[Unlocking]] so implementing these in a game also create the [[Unlocking]] pattern. [[Abstract Player Construct Development]] or [[Character Development]] can also provide [[Unlocking]] through the use of [[Character Levels]], the already mentioned [[Development Trees]], or more specialized solutions. For games with explicit [[Endgame]] phases, e.g. [[World of Warcraft]], reaching theses can result in the [[Unlocking]] of new gameplay content. [[Endgame Quests]] are specifically packaged gameplay content used for this purpose.
  
=== Interface Aspects ===
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Having sufficient numbers of [[Neighbors]], or getting help from them, is a way of implementing [[Unlocking]] in [[CityVille]] and other games on social network platforms; for these games [[Unlocking]] is typically also [[Purchasable Game Advantages]].
 
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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Since [[Unlocking]] is the act of gaining access to something preordained, this can easily be felt as a [[Rewards|Reward]], or more precisely an [[Access Rewards|Access Reward]] than gives [[Value of Effort]] to the actions leading up to the [[Unlocking]]; an exception to this if the [[Unlocking]] is a result of an [[Purchasable Game Advantages]]. Knowing about the possibility of [[Unlocking]] something makes it possible to have [[Anticipation]] about this and can motivate both [[Grinding]] and [[Player-Planned Development]]. It however ruins the possibilities that the effects of the [[Unlocking]] actions are [[Surprises]].
  
 
== Relations ==
 
== Relations ==
[[Skills]]
 
[[Powers]]
 
[[Weapons]]
 
[[Vehicles]]
 
[[Character Development]]
 
[[Abstract Player Construct Development]]
 
[[Anticipation]]
 
[[Player-Planned Development]]
 
 
[[Minigames]]
 
[[Neighbors]]
 
[[Privileged Abilities]]
 
[[Sidegrades]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
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[[Access Rewards]],
==== with ... ====
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[[Anticipation]],
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[[Grinding]],
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[[Player-Planned Development]],
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[[Rewards]],
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[[Sidegrades]],
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[[Value of Effort]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Abilities]],
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[[Endgame]],
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[[Privileged Abilities]],
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[[Vehicles]],
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[[Weapons]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Abstract Player Construct Development]],
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[[Achievements]],
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[[Character Development]],
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[[Character Levels]],
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[[Development Trees]],
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[[Endgame Quests]],
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[[Neighbors]],
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[[Purchasable Game Advantages]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Surprises]]
  
 
== History ==
 
== History ==
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== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="aki">Järvinen, A. (2010). ''[http://www.gamasutra.com/blogs/AkiJarvinen/20100705/5489/Aesthetics_of_Social_Games.php Aesthetics of Social Games]''. Posted 07/05/10 on Gamasutra.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
-
 
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Latest revision as of 09:21, 12 August 2015

The act of getting access to additional abilities or game-related content.

Many games withhold abilities or content from players until they have met certain requirements, which may be as simple as reaching a certain level of completing the game or proving a certain level of game mastery. When players have been aware of these abilities or content before they are revealed the act of Unlocking them becomes significant in itself.

Note: This pattern does not look at the opening up of new spatial areas in Game Worlds, see Access Rewards for discussions on that (and the type of access to game content discussed here(.

Examples

Players of Tabletop Roleplaying Games such as Dungeons & Dragons could unlock new powers and skills by gaining character levels. This is also found in Computer-based Roleplaying Games but may here take the form of development trees, as for example in the Dragon Age series. Similar trees exist in First-Person Shooters such as Borderlands and Dead Island. Unlocking new weapons in the Battlefield series does not give access to better weapons but rather ones that are more specialized.

Games on social network platforms such as Facebook, e.g. CityVille and Empires & Allies, also make use of Unlocking but here this is typically tied to being able to finish constructions and players can pay money to do this instead of having to get the help from a certain amount of friends.

Using the pattern

Designing for players to be able to perform Unlocking in games rely on deciding what Abilities or game-related content can be unlocked and announcing this to the players. Unlocking is often applied to control how Privileged Abilities, Vehicles, and Weapons are introduced into gameplay. Sidegrades is a specific type of game content acquired by Unlocking that instead of directly improving players' abilities give them a greater Freedom of Choice.

Achievements and Development Trees, the latter linked for example to Powers, Skills, or Technologies, are examples of patterns that by their nature provide Unlocking so implementing these in a game also create the Unlocking pattern. Abstract Player Construct Development or Character Development can also provide Unlocking through the use of Character Levels, the already mentioned Development Trees, or more specialized solutions. For games with explicit Endgame phases, e.g. World of Warcraft, reaching theses can result in the Unlocking of new gameplay content. Endgame Quests are specifically packaged gameplay content used for this purpose.

Having sufficient numbers of Neighbors, or getting help from them, is a way of implementing Unlocking in CityVille and other games on social network platforms; for these games Unlocking is typically also Purchasable Game Advantages.

Consequences

Since Unlocking is the act of gaining access to something preordained, this can easily be felt as a Reward, or more precisely an Access Reward than gives Value of Effort to the actions leading up to the Unlocking; an exception to this if the Unlocking is a result of an Purchasable Game Advantages. Knowing about the possibility of Unlocking something makes it possible to have Anticipation about this and can motivate both Grinding and Player-Planned Development. It however ruins the possibilities that the effects of the Unlocking actions are Surprises.

Relations

Can Instantiate

Access Rewards, Anticipation, Grinding, Player-Planned Development, Rewards, Sidegrades, Value of Effort

Can Modulate

Abilities, Endgame, Privileged Abilities, Vehicles, Weapons

Can Be Instantiated By

Abstract Player Construct Development, Achievements, Character Development, Character Levels, Development Trees, Endgame Quests, Neighbors, Purchasable Game Advantages

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Surprises

History

New pattern created in this wiki. However the concept was first described in the Gamasutra article Aesthetics of Social Games[1] by Aki Järvinen.

References

  1. Järvinen, A. (2010). Aesthetics of Social Games. Posted 07/05/10 on Gamasutra.

Acknowledgements

-