Difference between revisions of "Unwinnable Games"

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(Examples)
(Using the pattern)
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There are two typical reasons for creating [[Unwinnable Games]]. The first reason is that one may wish to reinforce the [[Replayability]] by not making it possible to ever beat the game completely. In the case there exists enforced end conditions, e.g. by strict [[Time Limits]] or [[Steadily Decreasing Resources]]. However to make it possible to compare ones performance with earlier game session there typically also exists [[Trans-Game Information]] (e.g. [[Achievements]] or [[High Score Lists]]) so that [[Meta Games]] are possible.  
 
There are two typical reasons for creating [[Unwinnable Games]]. The first reason is that one may wish to reinforce the [[Replayability]] by not making it possible to ever beat the game completely. In the case there exists enforced end conditions, e.g. by strict [[Time Limits]] or [[Steadily Decreasing Resources]]. However to make it possible to compare ones performance with earlier game session there typically also exists [[Trans-Game Information]] (e.g. [[Achievements]] or [[High Score Lists]]) so that [[Meta Games]] are possible.  
  
The second reason is to create [[Never Ending Stories]], that is, games without any end condition at all. Common in [[Roleplaying]]
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The second reason is to create [[Never Ending Stories]], that is, games without any end condition at all. Common in [[Roleplaying]] games
  
 
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An issue with non-ending games is how to balance the challenges so that the [[Right Level of Difficulty]] is maintained. [[Red Queen Dilemmas]] is a possible solution to this by adding the difficulty as players gain more power to influence the game.
=== Diegetic Aspects ===
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Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
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=== Interface Aspects ===
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Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
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=== Narrative Aspects ===
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Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
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== Consequences ==
 
== Consequences ==

Revision as of 21:05, 14 November 2009

Games that do not have any winning conditions.

Short paragraph giving the description of the pattern while not referring to any other patterns.

Examples

Early computer games such as Asteroids and Space Invaders were Unwinnable Games in that gamers were constantly given new obstacles as soon as they overcame their current ones. Pac-Man is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level[1], making it open for interpretation if reaching the highest possible level in a game equals winning over it. The casual games Staries and Icy Tower are later examples of games that have no winning conditions.

Roleplaying games such as Dungeons and Dragons and GURPS do not have general winning conditions. Individual campaign might be winnable but the gameplay of improving one's character can continue and may likely be in the players interest. The 4th Edition of Dungeons and Dragons have structures of retiring characters when they reach level 30 (through gaining some form of immortality) but not even this needs to be seen as having completely beating the game since gameplay can continue with a new character. Massively multiplayer online games such as World of Warcraft and Eve Online have similar structures but add challenges of fighting other players, accessing the best available equipment and gaining achievements.

Using the pattern

There are two typical reasons for creating Unwinnable Games. The first reason is that one may wish to reinforce the Replayability by not making it possible to ever beat the game completely. In the case there exists enforced end conditions, e.g. by strict Time Limits or Steadily Decreasing Resources. However to make it possible to compare ones performance with earlier game session there typically also exists Trans-Game Information (e.g. Achievements or High Score Lists) so that Meta Games are possible.

The second reason is to create Never Ending Stories, that is, games without any end condition at all. Common in Roleplaying games

An issue with non-ending games is how to balance the challenges so that the Right Level of Difficulty is maintained. Red Queen Dilemmas is a possible solution to this by adding the difficulty as players gain more power to influence the game.

Consequences

Unwinnable Games can promote Replayability as long as players have Progress Indicators or can create Meta Games through Trans-Game Information such as Achievements or High Score Lists.

Relations

Instantiates

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Modulates

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Instantiated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Modulated By

Achievements, High Score Lists, Trans-Game Information

Potentially Conflicting With

Gameplay Design Pattern Template, Gameplay Design Pattern Template

History

New pattern created in this wiki.

References