Difference between revisions of "Complex Gameplay"

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(Relations)
(Relations)
Line 33: Line 33:
  
 
---
 
---
[[Optional Rules]]
 
[[Internal Rivalry]]
 
 
[[Varying Rule Sets]]
 
[[Varying Rule Sets]]
[[Grinding]]
+
 
 
[[Quests]]
 
[[Quests]]
 
[[Predictable Consequences]]
 
[[Predictable Consequences]]
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==== with [[Combos]] ====
 
==== with [[Combos]] ====
 
[[Game Mastery]]
 
[[Game Mastery]]
 +
 +
==== with [[Resource Management]] ====
 +
[[Grinding]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Masters]],  
 
[[Game Masters]],  
 
[[Indirect Control]],  
 
[[Indirect Control]],  
 +
[[Internal Rivalry]],
 +
[[Optional Rules]],
 
[[Perfect Information]],  
 
[[Perfect Information]],  
 
[[Producer-Consumer]],  
 
[[Producer-Consumer]],  
Line 106: Line 109:
 
[[Rock-Paper-Scissors]],  
 
[[Rock-Paper-Scissors]],  
 
[[Role Reversal]],  
 
[[Role Reversal]],  
[[Units]]
+
[[Units]],
 +
[[Varying Rule Sets]]
  
 
[[Betrayal]] together with [[Cooperation]] or [[Teams]]
 
[[Betrayal]] together with [[Cooperation]] or [[Teams]]
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[[Limited Planning Ability]],  
 
[[Limited Planning Ability]],  
 
[[Smooth Learning Curves]],  
 
[[Smooth Learning Curves]],  
[[Time Pressure]]
+
[[Time Pressure]],
 +
[[Varying Rule Sets]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 16:26, 11 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

(Right level of complexity)

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

in wiki already

--- Varying Rule Sets

Quests Predictable Consequences Movement Budgeted Action Points Abilities Decreased Abilities Ability Losses Parties Skills Orthogonal Differentiation Trumps Puzzle Solving Traverse Variable Accuracy Asynchronous Collaborative Actions Resources Solution Uncertainty


to add


Orthogonal Differentiation

old


Constructive Play,

Downtime, Illusion of Influence

Narrative Structures

Extra-Game Information

Can Instantiate

Challenging Gameplay, Cognitive Engrossment, Creative Control, Excise, Experimenting, FUBAR Enjoyment, Game Mastery,

(put this as example of above game mastery)

with Combos

Game Mastery

with Resource Management

Grinding

Can Modulate

Analysis Paralysis, Stimulated Planning

Can Be Instantiated By

Algorithmic Agents, Attention Swapping, Combos, Converters, Dedicated Game Facilitators, Enemies, Game Masters, Indirect Control, Internal Rivalry, Optional Rules, Perfect Information, Producer-Consumer, Red Herrings, Resource Management, Rhythm-Based Actions, Rock-Paper-Scissors, Role Reversal, Units, Varying Rule Sets

Betrayal together with Cooperation or Teams

Collaborative Actions together with Delayed Effects or Delayed Reciprocity

Trading together with Delayed Effects

(have below as example for Algorithmic Agents, Dedicated Game Facilitators, or Game Masters)

Non-Player Characters with Algorithmic Agents, Dedicated Game Facilitators, or Game Masters

Can Be Modulated By

Limited Foresight, Limited Planning Ability, Smooth Learning Curves, Time Pressure, Varying Rule Sets

Possible Closure Effects

-

Potentially Conflicting With

-

History

An heavily updated version of the pattern Right Level of Complexity that was part of the original collection in the book Patterns in Game Design[1]. The update has made the pattern be rather close to the concept of analytic complexity described in Costikyan's book Uncertainty in Games[2].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
  2. Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.

Acknowledgements

-