Difference between revisions of "Complex Gameplay"

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(Relations)
(Relations)
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---
 
---
[[Varying Rule Sets]]
+
 
  
 
[[Quests]]
 
[[Quests]]
[[Predictable Consequences]]
+
 
[[Movement]]
+
[[Budgeted Action Points]]
+
 
[[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]]
 +
 +
(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)

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

in wiki already

---


Quests

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, 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

Predictable Consequences

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

-