Difference between revisions of "Tile-Laying"

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''The act of placing game elements when their spatial relation to other such game elements affects gameplay.''
[[Category:Stub]]
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''The act of placing game elements when their spatial relation to other such game elements affect gameplay.''
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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.
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Some games use the spatial relations between game elements to represent aspects of game worlds or relations in abstract structures. [[Tile-Laying]] exists in these games when the elements and relations are not fixed but created through placing them, and it is likely that the resulting relations differ between game instances.
  
''Note:'' While the pattern name suggest only the laying of [[Tiles]], it is also applicable to [[Cards]] and [[Tokens]].
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''Note:'' While the pattern name suggests only the laying of [[Tiles]], it is also applicable to [[Cards]], [[Tokens]], and [[Units]].
  
 
=== Examples ===
 
=== Examples ===
 
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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. [[Small World]] lets players place a number of units (and sometimes other tokens) as part of their turn. [[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.
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.
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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.
  
 
== Using the pattern ==
 
== 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.
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[[Tile-Laying]] is nearly always a form of [[Construction]], and the primary design choice if one wishes to have it present in a game design is to decide if [[Cards]], [[Tiles]], or [[Tokens]]. [[Units]] can sometimes also be used (e.g. [[Small World]]) when they are placed onto [[Game Worlds]] rather than moved around on them, and in this case does not necessarily need to be seen as [[Construction]]. [[Tile-Laying]] may be used either before game play begins as part of the setup phase of the game or during gameplay as part of the actions players perform. While [[Randomness]] is typically used in both cases, in the later case [[Drawing Stacks]] are also common and sometimes combined with variants of [[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.
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== Consequences ==
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[[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 [[Game World Exploration]] goals, [[Tile-Laying]] can more directly link to this if players place [[Tiles]] as they do the actual exploration (e.g. [[Drakborgen]]). [[Tile-Laying]] done before gameplay occurs can create [[Fog of War]] simply by placing [[Tiles]], [[Cards]], or [[Tokens]] upside down. When players control the placement of the game elements that are used for the [[Tile-Laying]] to makes [[Player-Constructed Worlds]] possible.  
  
=== Diegetic Aspects ===
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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]].
 
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
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Tile-Laying is a concrete way to allow Reconfigurable Game Worlds. By introducing Randomness of how the Game World is constructed, and possibly Imperfect Information about the layout of the Game World, it can promote Varied Gameplay. When players control the placement of the Tiles this makes them active game elements that are Focus Loci for players and creates Player Constructed Worlds. This allows them to perform Construction actions and have Exploration goals which may be the cause of Tension when the attributes on the Tiles are important for the players.
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== Relations ==
 
== Relations ==
[[Cards]]
 
 
[[Randomness]]
 
[[Drawing Stacks]]
 
[[Construction]]
 
[[Tiles]]
 
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Game World Exploration]],
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[[Fog of War]],
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[[Player-Constructed Worlds]],
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[[Reconfigurable Game Worlds]],
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[[Varied Gameplay]]
  
==== with ... ====
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==== with [[Reconfigurable Game Worlds]] ====
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[[Replayability]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Tokens]]
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[[Units]]
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[[Construction]] together with [[Cards]], [[Tiles]], [[Tokens]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Drawing Stacks]],
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[[Hands]],
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[[Randomness]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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== History ==
 
== History ==

Latest revision as of 11:06, 5 September 2011

The act of placing game elements when their spatial relation to other such game elements affects gameplay.

Some games use the spatial relations between game elements to represent aspects of game worlds or relations in abstract structures. Tile-Laying exists in these games when the elements and relations are not fixed but created through placing them, and it is likely that the resulting relations differ between game instances.

Note: While the pattern name suggests only the laying of Tiles, it is also applicable to Cards, Tokens, and Units.

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. Small World lets players place a number of units (and sometimes other tokens) as part of their turn. 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 is nearly always a form of Construction, and the primary design choice if one wishes to have it present in a game design is to decide if Cards, Tiles, or Tokens. Units can sometimes also be used (e.g. Small World) when they are placed onto Game Worlds rather than moved around on them, and in this case does not necessarily need to be seen as Construction. Tile-Laying may be used either before game play begins as part of the setup phase of the game or during gameplay as part of the actions players perform. While Randomness is typically used in both cases, in the later case Drawing Stacks are also common and sometimes combined with variants of Hands.

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 Game World Exploration goals, Tile-Laying can more directly link to this if players place Tiles as they do the actual exploration (e.g. Drakborgen). Tile-Laying done before gameplay occurs can create Fog of War simply by placing Tiles, Cards, or Tokens upside down. 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

Game World Exploration, Fog of War, Player-Constructed Worlds, Reconfigurable Game Worlds, Varied Gameplay

with Reconfigurable Game Worlds

Replayability

Can Modulate

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Can Be Instantiated By

Units

Construction together with Cards, Tiles, Tokens

Can Be Modulated By

Drawing Stacks, Hands, Randomness

Possible Closure Effects

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Potentially Conflicting With

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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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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