Difference between revisions of "Complex Gameplay"
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[[Quests]] | [[Quests]] | ||
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[[Abilities]] | [[Abilities]] | ||
[[Decreased Abilities]] | [[Decreased Abilities]] | ||
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[[Algorithmic Agents]], | [[Algorithmic Agents]], | ||
[[Attention Swapping]], | [[Attention Swapping]], | ||
+ | [[Budgeted Action Points]], | ||
[[Combos]], | [[Combos]], | ||
[[Converters]], | [[Converters]], | ||
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[[Indirect Control]], | [[Indirect Control]], | ||
[[Internal Rivalry]], | [[Internal Rivalry]], | ||
+ | [[Movement]], | ||
[[Optional Rules]], | [[Optional Rules]], | ||
[[Perfect Information]], | [[Perfect Information]], | ||
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[[Non-Player Characters]] with [[Algorithmic Agents]], [[Dedicated Game Facilitators]], or [[Game Masters]] | [[Non-Player Characters]] with [[Algorithmic Agents]], [[Dedicated Game Facilitators]], or [[Game Masters]] | ||
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+ | (have below as example for [[Enemies]] and [[Goal Hierarchies) | ||
+ | [[Quests]] together with with [[Enemies]] or [[Goal Hierarchies]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Predictable Consequences]] | |
== History == | == History == |
Revision as of 16:39, 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
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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, Budgeted Action Points, Combos, Converters, Dedicated Game Facilitators, Enemies, Game Masters, Indirect Control, Internal Rivalry, Movement, 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
(have below as example for Enemies and [[Goal Hierarchies) Quests together with with Enemies or Goal Hierarchies
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
-