Tag: Pedro Cardoso
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Played like a Damn Fiddle: Types and Patterns of Betrayal in Multiplayer Games
In multiplayer games, players will naturally need to interact with one another. Their relationships are not static and evolve over time, because players are people who make their own decisions and have their own perceptions of the game and other players. This means relationships are uncertain, because players can’t know who is trustworthy and who…
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Stuck! Stalling in Computer Games
Games are commonly designed to assist players in their progression, maintaining their attention and motivation until they achieve closure while presenting challenges that need to be overcome to progress. But not all games are designed with this in mind, and players do not always play to progress. When that happens, we call it stalling. In computer…
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Deception in Video Games: Nine Game Design Patterns
This paper explores deception in video game design, extending beyond conventional gameplay, and interrelating gameplay mechanics, narrative, and player experience with the concepts of aesthetic friction and flow theory. Deceptive strategies and tactics in games engages players by challenging their expectations, altering game structures, and impacting their engagement. Due to their interactive and ludic nature,…
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It’s a Trap! A Conceptual Model of Betrayal in Games
In multiplayer games, the other players often become additional features of gameplay, possibly being valuable allies or challenging obstacles. Relationships between players can be uncertain and, usually, degrade into enmity through deception and betrayal. However, depending on the game, the dynamics of relationships can vary greatly, just as the way in which they break into…
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Computational Media and the Paradox of Permanence
Throughout history we have sought permanence in media, to store information, communicate, and help us deal with an ever-changing world. Analog media have carried out this task despite their slow, but inevitable, processes of physical decay. Today computational media are seen as fast, cheap, and convenient alternatives for these tasks, even if they are quite…