Player
Pranks
Despite
their clear status as prank, easter eggs play jokes on the game's
sponsors or publishers but do not turn the games themselves
into pranks. To find games that play practical jokes on their
players, we'll have to turn to pranks of another sort.
Many
pranks function by subtlety rather than flamboyance: connecting a
coworker's paper clips together so they pull out of a drawer in a
long chain; switch the "push" and "pull" signs on
an outside door; taping over the laser eye of an optical mouse so it
doesn't work; tying someone's shoelaces together.
These
small-scale pranks are probably the commonest type; they don't
require significant preparation, yet they can facilitate an ongoing
feud among participants. The set-up and follow-through of small-scale
tricks can even take on a playfulness that resembles a game.
At the
office, these activities revolve around limited resources. One might
hide or move supplies of particular worth, or plot to arrive at the
office early to lock a coworker out of the best parking spaces.
Perhaps
it is no surprise that these topics might translate directly into
games that let players play pranks on each other, through the game
itself. Take parking, a strange and complex social activity that
Area/Code adapted into the Facebook game Parking Wars.
In
Parking Wars, each player gets a street with several spaces as
well as a handful of cars, which come in different colors. Play
involves virtually parking these cars on the streets of one's
Facebook friends. Each car earns money by remaining parked on the
street over time, but the player can only cash out a car's value by
moving it to another space. Players level up at specific dollar
figures, earning new cars as they do so.
Some
spaces have special rules, like "red cars only," or "no
parking allowed." It's possible to park illegally in these
spaces, but if their owners catch you they can choose to issue a
ticket, which tows the player from the space and forfeits the money
earned to the space's owner.
When
possible, it's best to park legally. However, in practice this isn't
easy, since many players vie for the limited resources of their
friends' collective parking lots, just like we do with our coworkers
at the office. Moreover, very occasionally the signs on spaces
change, so no one's guaranteed to be safe.
Playing
Parking Wars is an exercise in predicting friends' schedules.
A colleague in Europe is likely to be sleeping during the evening in
the States, and thus his street might offer safe haven at that hour.
And just as some meter-maids don't get around to patrolling real
streets, so some players of Parking Wars don't get around to
patrolling their virtual one. Of course, such players might just be
busy, or they might even be baiting their colleagues so that they can
later issue a whirlwind of unexpected tickets.
Receiving
a ticket in Parking Wars isn't a prank on the level of
spreading dog poo on the underside of a buddy's car door handle.
Rather, the combination of latent, ongoing play and occasional
"gotchas" makes plays in Parking Wars feel like
pranks.
The game weaves its way into the player's ordinary use of
Facebook, rather than requiring complete immersion. This latency
creates a credible context for surprises, just as the flow of the
work day sets the stage for switched desk drawers or shoe
polish-smeared telephone receivers.
Gotchas come in at least two
forms: in giving or receiving a ticket (which pops up as a big,
yellow overlay across the screen), and in the silent knowledge of
having taken advantage of another player's inattention.
Many
games give players the opportunity to trick, fool, or swindle an
opponent out of resources -- just recall the pleasure of seeing an
opponent land on a particularly valuable property in Monopoly.
But in Parking Wars, players aren't always expecting it. By
setting up an ordinary social environment for disruption, Parking
Wars becomes a medium for pranks, a kind of video game whoopie
cushion.
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Another game included was the 'infamous' Desert Bus mini-game, which was basically a prank on anyone who played it. You drive a bus (that constantly veers a little to one side) from Tuscon to Vegas. The bus goes at a constant speed and takes 8 hours to get to Vegas. When you get there, you get 1 point and turn around having to do the entire drive again. Hilarious.
Creating pranks with the hope of making people think a little about video games while being entertained, we always wonder if one aspect is not hiding the other. The prank and the game mechanism it plays on go hand in hand, and the more accepted, the more conventional the mechanism is, the more direct and efficient the comical effect of the prank is. The problem is that some conventions seem to be imprinted so deeply in our gamer's mind, so natural, so invisible that, even with a prank to underline them, people seem to hardly go a step further and question them. Currently we let our 'sabotages' speak for themselves and we keep our confidence in the pranks' ability to convey a message, but we are considering adding notes to share and discuss what we are trying to do, should this confidence waver.
I once had an NPC that would teleport players to good dungeons, but his text warned them that he was "just learning" and he had a randomized chance of shooting a player all over the map. (He was an ongoing theme in the MMO, not the brightest wizard around).
Another time we introduced a magic ring that changed attributes--not always good. Strangely, players would enjoy the prank if it was done in the proper spirit (never too harsh and with an inkling of what was to come--those are the best!).
Having just played Eternal Darkness, that's the first thing I thought of when I read this article. Another similar example is the Psycho Mantis fight in Metal Gear Solid.
As for the future of pranks in games, I'd like to see them target people who pirate games. Perhaps if any members of a team have any downtime they could add a prank to a version which they could then proliferate via torrents and P2P networks (sort of like those fake versions of mp3s that record companies put out for a while). If cleverly done, those versions could work as a demo of the game and maybe encourage people to buy the real version.