HughXuechen's picture
v1.2.2.2
afbfef4 verified
{
"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"
}
}