Difference between revisions of "Complex Gameplay"
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[[Varying Rule Sets]] | [[Varying Rule Sets]] | ||
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[[Quests]] | [[Quests]] | ||
[[Predictable Consequences]] | [[Predictable Consequences]] | ||
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==== with [[Combos]] ==== | ==== with [[Combos]] ==== | ||
[[Game Mastery]] | [[Game Mastery]] | ||
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+ | ==== 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]], | ||
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[[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)
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
in wiki already
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
old
Downtime, Illusion of Influence
Can Instantiate
Challenging Gameplay, Cognitive Engrossment, Creative Control, Excise, Experimenting, FUBAR Enjoyment, Game Mastery,
(put this as example of above game mastery)
with Combos
with Resource Management
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
- ↑ Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.
Acknowledgements
-