Difference between revisions of "Tile-Laying"
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=== Examples === | === Examples === | ||
− | As the name suggests, [[Tile-Laying]] primarily occurs in [[:Category:Tile-Based Games|Tile-Based Games]]. For example, players' turns in [[Carcassonne]] consist of drawing and laying a tile in connection to those already in play and then optionally placing a token. [[Samurai]] and [[Neuroshima Hex]] have similar gameplay structures to depict struggles over land areas. [[Acquire]] using [[Tile-Laying]] to abstractly represent competitions between hotel chains; [[Illuminati]] is a [[:Category:Card Games|Card Game]] where its is instead used to abstractly represent power structures. [[Kingdoms (board game)|Kingdoms]] is a math-oriented [[Tile-Laying]] game with a fantasy theme. | + | As the name suggests, [[Tile-Laying]] primarily occurs in [[:Category:Tile-Based Games|Tile-Based Games]]. For example, players' turns in [[Carcassonne]] consist of drawing and laying a tile in connection to those already in play and then optionally placing a token. [[Samurai]] and [[Neuroshima Hex]] have similar gameplay structures to depict struggles over land areas. [[Acquire]] using [[Tile-Laying]] to abstractly represent competitions between hotel chains and [[Android]] uses played tiles to unveil a conspiracy; [[Illuminati]] is a [[:Category:Card Games|Card Game]] where its is instead used to abstractly represent power structures. Tiles are placed in [[Drakborgen]] gradually as the players' explore the gameplay area. [[Kingdoms (board game)|Kingdoms]] is a math-oriented [[Tile-Laying]] game with a fantasy theme. |
Weaker examples of [[Tile-Laying]] exist in games where the [[Tile-Laying]] is done before gameplay begins. [[Settlers of Catan]] is commonly played this way in order to ensure that the resources provided on its hexagonal tiles are randomized. [[Rogue]] and [[Angband]], early [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] that used ASCII-based graphics, randomizes the layout of levels for each game session. | Weaker examples of [[Tile-Laying]] exist in games where the [[Tile-Laying]] is done before gameplay begins. [[Settlers of Catan]] is commonly played this way in order to ensure that the resources provided on its hexagonal tiles are randomized. [[Rogue]] and [[Angband]], early [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] that used ASCII-based graphics, randomizes the layout of levels for each game session. | ||
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The Randomness of Game Worlds constructed through Tile-Laying allows the information about Tiles to Imperfect Information if the tiles are covered or placed upside down. By using a form of Fog of War this makes Exploration goals possible. | The Randomness of Game Worlds constructed through Tile-Laying allows the information about Tiles to Imperfect Information if the tiles are covered or placed upside down. By using a form of Fog of War this makes Exploration goals possible. | ||
− | === | + | === Can Be Instantiated By === |
+ | [[Construction]] together with [[Cards]], [[Tiles]], or [[Tokens]] | ||
− | === | + | === Can Be Modulated By === |
− | + | [[Drawing Stacks]], | |
− | + | [[Randomness]] | |
== Consequences == | == Consequences == | ||
− | Tile-Laying | + | [[Tile-Laying]] a concrete way to construct [[Game Worlds]] or abstract structures whose relations are shown through spatial positioning. When laid [[Tiles]] (or [[Cards]], etc.) can be moved, this allows for [[Reconfigurable Game Worlds]] during gameplay but this pattern is in one sense always supported by the game since the [[Game Worlds]] can change between game instances. While [[Reconfigurable Game Worlds]] can allow [[Exploration]] goals, [[Tile-Laying]] can more directly link to this if players place [[Tiles]] as they do the actual exploration (e.g. [[Drakborgen]]). When players control the placement of the game elements that are used for the [[Tile-Laying]] to makes [[Player-Constructed Worlds]] possible. |
− | + | ||
− | + | ||
− | + | ||
− | [[ | + | |
− | [[ | + | |
+ | Regardless if players are placing the tiles or [[Randomness]] is used, the variation this causes makes it likely that games with [[Tile-Laying]] have [[Varied Gameplay]]. This, or the [[Reconfigurable Game Worlds]] that [[Tile-Laying]] can provide, supports [[Replayability]]. | ||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Exploration]], | ||
+ | [[Player-Constructed Worlds]], | ||
+ | [[Reconfigurable Game Worlds]], | ||
+ | [[Varied Gameplay]] | ||
− | ==== with | + | ==== with [[Reconfigurable Game Worlds]] ==== |
+ | [[Replayability]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | - | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Drawing Stacks]], | ||
+ | [[Randomness]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 08:20, 29 August 2011
The act of placing game elements when their spatial relation to other such game elements affect gameplay.
Not all games use tiles as static parts of the game that define the game world from the beginning of the game. Instead, these games either use the tiles either to randomize the layout of the game world or make the construction of the game world into a player-driven activity.
Note: While the pattern name suggest only the laying of Tiles, it is also applicable to Cards and Tokens.
Contents
Examples
As the name suggests, Tile-Laying primarily occurs in Tile-Based Games. For example, players' turns in Carcassonne consist of drawing and laying a tile in connection to those already in play and then optionally placing a token. Samurai and Neuroshima Hex have similar gameplay structures to depict struggles over land areas. Acquire using Tile-Laying to abstractly represent competitions between hotel chains and Android uses played tiles to unveil a conspiracy; Illuminati is a Card Game where its is instead used to abstractly represent power structures. Tiles are placed in Drakborgen gradually as the players' explore the gameplay area. Kingdoms is a math-oriented Tile-Laying game with a fantasy theme.
Weaker examples of Tile-Laying exist in games where the Tile-Laying is done before gameplay begins. Settlers of Catan is commonly played this way in order to ensure that the resources provided on its hexagonal tiles are randomized. Rogue and Angband, early Computer-based Roleplaying Games that used ASCII-based graphics, randomizes the layout of levels for each game session.
Using the pattern
Tile-Laying may be used either before game play begins as part of the setup phase of the game or as actions players perform. The design of the Tiles used in both cases is similar to the design of Cards, and in the later case may make use of Drawing Stacks and variants of Card Hands.
The Randomness of Game Worlds constructed through Tile-Laying allows the information about Tiles to Imperfect Information if the tiles are covered or placed upside down. By using a form of Fog of War this makes Exploration goals possible.
Can Be Instantiated By
Construction together with Cards, Tiles, or Tokens
Can Be Modulated By
Consequences
Tile-Laying a concrete way to construct Game Worlds or abstract structures whose relations are shown through spatial positioning. When laid Tiles (or Cards, etc.) can be moved, this allows for Reconfigurable Game Worlds during gameplay but this pattern is in one sense always supported by the game since the Game Worlds can change between game instances. While Reconfigurable Game Worlds can allow Exploration goals, Tile-Laying can more directly link to this if players place Tiles as they do the actual exploration (e.g. Drakborgen). When players control the placement of the game elements that are used for the Tile-Laying to makes Player-Constructed Worlds possible.
Regardless if players are placing the tiles or Randomness is used, the variation this causes makes it likely that games with Tile-Laying have Varied Gameplay. This, or the Reconfigurable Game Worlds that Tile-Laying can provide, supports Replayability.
Relations
Can Instantiate
Exploration, Player-Constructed Worlds, Reconfigurable Game Worlds, Varied Gameplay
with Reconfigurable Game Worlds
Can Modulate
-
Can Be Instantiated By
Construction together with Cards, Tiles, or Tokens
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Tile-Laying that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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