Difference between revisions of "Unwinnable Games"

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(Examples)
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[[Category:Needs work]]
 
[[Category:Needs work]]
 
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[[Category:Staffan's current workpage]]
 
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''Games that do not have any winning conditions.''
 
''Games that do not have any winning conditions.''
  
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=== Examples ===
 
=== 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[http://en.wikipedia.org/wiki/Pac-Man], making it open for interpretation if reaching the highest possible level in a game equals winning over it.
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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[http://en.wikipedia.org/wiki/Pac-Man], 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.
  
The casual games [[Staries]] and [[Icy Tower]] are later examples of games that have no winning conditions.
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Roleplaying games such as [[Dungeons and Dragons]], [[GURPS]]
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Massively Multiplayer Games such as [[World of Warcraft]] and [[Eve Online]]
  
 
== Using the pattern ==
 
== 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.
  
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.  
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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]]
  
The sub headings below should be added if feasible.
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Modulated By ===
 
=== Modulated By ===
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]
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[[Achievements]], [[High Score Lists]], [[Trans-Game Information]]
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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== History ==
 
== History ==
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable.
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New pattern created in this wiki.  
  
 
== References ==
 
== References ==
References to external sources.
 

Revision as of 11:54, 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, GURPS

Massively Multiplayer Games such as World of Warcraft and Eve Online

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


Diegetic Aspects

Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns

Interface Aspects

Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns

Narrative Aspects

Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns

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