| { |
| "pattern_name": "Alarms", |
| "description": "Alarms are abstract game elements that provide information about particular game state changes.", |
| "content": [ |
| "[[Alarms]] are turned on and off either by manipulating explicit game elements or by inherent actions of the game elements. [[Alarms]] can, for instance, show if a forbidden area has been entered or if a certain game elements have been manipulated." |
| ], |
| "using_the_pattern": [ |
| "The main design choices for [[Alarms]] are how they are tripped and what [[Outstanding Features]] they set off. Further when designing [[Alarms]], the designer may choose either explicit [[Tools]] or [[Controllers]] to manipulate the [[Alarms]] or to have the manipulation of the [[Alarms]] as [[Privileged Abilities]] for certain types of [[Avatars]] or [[Units]]. Using [[Tools]] or [[Controllers]] increases the complexity of the game by allowing such possibilities as deactivating the [[Alarm]] when it should not be deactivated, [[Bluffing]] by raising erroneous [[Alarms]], and preventing the raising of [[Alarms]] by destroying the means to activate them. All these actions increase the player's [[Freedom of Choice]] but may make it more difficult to guarantee the coherent [[Narrative Structure]] of the game. Having [[Avatars]] or [[Units]] with [[Privileged Abilities]] to raise [[Alarms]] may avoid this problem but may break the [[Consistent Reality Logic]].", |
| "The activation of the [[Alarm]] can signify the failure of a [[Stealth]] or [[Reconnaissance]] goal but can also make the completion of it more difficult by imposing a [[Penalty]]. This [[Penalty]] is often a [[Time Limit]], the introduction of new [[Enemies]], or directing existing [[Enemies]] to the area where the [[Alarm]] was raised." |
| ], |
| "consequences": [ |
| "[[Alarms]] are ways to pass information about activities and states within a game, and as such provide a [[Game State Overview]]. When activated by players, an [[Alarm]] notifies the players that they have been detected, and this can explain changes in the behavior of [[Enemies]] or the introduction of new [[Enemies]] within the [[Consistent Reality Logic]] of the game. When activated by others, [[Alarms]] can notify players of [[Enemies]] activities. In both cases, raised [[Alarms]] cause [[Disruption of Focused Attention]]." |
| ], |
| "relations": { |
| "Instantiates": [ |
| "Disruption of Focused Attention" |
| ], |
| "Modulates": [ |
| "Rescue", |
| "Reconnaissance", |
| "Stealth", |
| "Enemies", |
| "Game State Overview" |
| ], |
| "Instantiated by": [], |
| "Modulated by": [ |
| "Outstanding Features", |
| "Bluffing" |
| ], |
| "Potentially conflicting with": [] |
| }, |
| "examples": [ |
| "Some team-based first-person shooters, such as Return to Castle Wolfenstein: Enemy Territory, include [[Alarms]] to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team." |
| ], |
| "label": "5. Game Design Patterns for Game Elements", |
| "pattern_links": [ |
| { |
| "name": "Outstanding Features", |
| "file": "OutstandingFeatures" |
| }, |
| { |
| "name": "Disruption of Focused Attention", |
| "file": "DisruptionofFocusedAttention" |
| }, |
| { |
| "name": "Game State Overview", |
| "file": "GameStateOverview" |
| }, |
| { |
| "name": "Reconnaissance", |
| "file": "Reconnaissance" |
| }, |
| { |
| "name": "Bluffing", |
| "file": "Bluffing" |
| }, |
| { |
| "name": "Rescue", |
| "file": "Rescue" |
| }, |
| { |
| "name": "Enemies", |
| "file": "Enemies" |
| }, |
| { |
| "name": "Stealth", |
| "file": "Stealth" |
| } |
| ], |
| "pattern_id": "Alarms", |
| "playable_concept": "Not available yet", |
| "metadata": { |
| "version": "1.2.2.2", |
| "date_processed": "2025-04-26", |
| "source_file": "Alarms.htm", |
| "converter_version": "1.2.2.2" |
| } |
| } |