Difference between revisions of "Zero-Player Games"

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=== Interface Aspects ===
 
=== Interface Aspects ===
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Although [[Zero-Player Games]] do not need interfaces to provide input while they are progressing, they typically provide some form of output to allow [[Spectators]].
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===

Revision as of 12:51, 30 August 2010

Games where people have no direct choices during the gameplay.

Zero-Player Games[1] are games where players do not directly influence the game sessions. Instead they may have indirect influence, e.g. by creating the rules of how entities in the game should act, or be spectators.

Examples

Programming Games such as Crobots and P-Robots are typical examples of Zero-Player Games since all player activity takes places before gameplay begins in programming the robots (an alternative view is that the games proper are the meta games of programming, but this still leaves the rules of how the robots can move as Zero-Player Games).

Seeing each puzzle as its own game, several puzzle games where players need to set up the game and then see it resolve can be seen as Zero-Player Games, e.g. the Incredible Machine game series.

A weaker form yet of Zero-Player Games can be found in those that do not require actions from humans but allows this at their pleasure. The Sims Series and Conway's Game of Life can be seen as examples of this.

Space Alert can also be seen as a Zero-Player Game in its second phase, since the only things player can do then is to update the game state according to their planned moves (with the exception of claiming to have made mistakes in placing cards and correcting them).

Using the pattern

Having this pattern in a game is mostly a question of not introducing Freedom of Choice during gameplay. However, to provide Creative Control, Illusion of Control or some Freedom of Choice during the whole game session this can be done in the set-up phase. Action Programming can be used for this purpose, as can Construction in the form of programming AI Agents or setting up the initial game state (a form of Player Constructed Worlds).

No Direct Player Influence may seem natural to Zero-Player Games, but does not have to. Progress Quest and 4 Minutes and 33 Seconds of Uniqueness are examples of games where players do not have to perform any actions but it is nonetheless important if they (or other people) play. Each challenge in Ricochet Robots is conducted without any player actions and proving the solution afterwards not so much influences the game state as randomizes it slightly for the next challenge.


Diegetic Aspects

Interface Aspects

Although Zero-Player Games do not need interfaces to provide input while they are progressing, they typically provide some form of output to allow Spectators.

Narrative Aspects

Given that Zero-Player Games have no input from players during the game session, the gameplay development is easier to consider narrations than those of other games, even if they may be the results of algorithms.

Consequences

One may ask what the purpose of a games is in which players do not perform actions or can make choices. One reason is that they provide the basis of Meta Games where players have Creative Control over the Construction of [[[AI Agents]] or the starting state used in the games.

Zero-Player Games supporting Spectators can encourage the development of Strategic Knowledge.

Excise

Enforced Agent Behavior

Illusion of Control

Freedom of Choice


Relations

Can Instantiate

Strategic Knowledge Meta Games Construction Creative Control

Can Modulate

Can Be Instantiated By

No Direct Player Influence

Can Be Modulated By

Spectators

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Wikipedia entry for Zero-Player Games