Difference between revisions of "Entrenching Gameplay"
Line 10: | Line 10: | ||
''Games where the perceivable game state becomes less and less mutable as gameplay continues.'' | ''Games where the perceivable game state becomes less and less mutable as gameplay continues.'' | ||
− | + | In some games, effects of the actions players do cannot be undone. When these effects combine they can limit the possible future gameplay actions and steer the gameplay towards focusing on dealing with the local situations that have arisen. This leads to a form of [[Entrenching Gameplay]] where while the initial gameplay may be seen as quite open or unpredictable, the later gameplay | |
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
− | Go, Settlers of Catan | + | [[Go]], [[Settlers of Catan]] |
− | Sokoban | + | [[Carcarsonne]] |
+ | |||
+ | |||
+ | , effektivt men också temporärt i RTS och vissa FPS:er | ||
+ | |||
+ | [[Sokoban]] | ||
Line 36: | Line 41: | ||
== Consequences == | == Consequences == | ||
+ | [[Entrenching Gameplay]] often makes games exhibit [[Middlegame]] and [[Endgame]] phases; [[Startgame]] phases can occur but may not if [[Randomness]] plays a large roll in the beginning of the game (as in e.g. [[Carcarsonne]]). | ||
== Relations == | == Relations == | ||
+ | [[ | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Middlegame]] | ||
+ | [[Endgame]] | ||
+ | |||
[[Predictable Gameplay Time]] | [[Predictable Gameplay Time]] | ||
Revision as of 08:25, 13 August 2012
Games where the perceivable game state becomes less and less mutable as gameplay continues.
In some games, effects of the actions players do cannot be undone. When these effects combine they can limit the possible future gameplay actions and steer the gameplay towards focusing on dealing with the local situations that have arisen. This leads to a form of Entrenching Gameplay where while the initial gameplay may be seen as quite open or unpredictable, the later gameplay
This pattern is a still a stub.
Contents
Examples
, effektivt men också temporärt i RTS och vissa FPS:er
Anti-Examples
Using the pattern
Entrenching Gameplay is often used to create Predictable Gameplay Time, if this is the cause of using the pattern then an alternative is using Positive Feedback Loops instead.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Entrenching Gameplay often makes games exhibit Middlegame and Endgame phases; Startgame phases can occur but may not if Randomness plays a large roll in the beginning of the game (as in e.g. Carcarsonne).
Relations
[[
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
Karl-Petter Åkesson