Difference between revisions of "Complex Gameplay"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
 +
[[Abilities]],
 +
[[Algorithmic Agents]],
 +
[[Asynchronous Collaborative Actions]],
 +
[[Attention Swapping]],
 +
[[Budgeted Action Points]],
 +
[[Combos]],
 +
[[Converters]],
 +
[[Dedicated Game Facilitators]],
 +
[[Enemies]],
 +
[[Game Masters]],
 +
[[Indirect Control]],
 +
[[Internal Rivalry]],
 +
[[Movement]],
 +
[[Optional Rules]],
 +
[[Orthogonal Differentiation]],
 +
[[Perfect Information]],
 +
[[Producer-Consumer]],
 +
[[Puzzle Solving]],
 +
[[Red Herrings]],
 +
[[Resources]],
 +
[[Resource Management]],
 +
[[Rhythm-Based Actions]],
 +
[[Rock-Paper-Scissors]],
 +
[[Role Reversal]],
 +
[[Skills]],
 +
[[Trumps]],
 +
[[Units]],
 +
[[Variable Accuracy]],
 +
[[Varying Rule Sets]]
 +
 +
[[Betrayal]] together with [[Cooperation]] or [[Teams]]
 +
 +
[[Collaborative Actions]] together with [[Delayed Effects]] or [[Delayed Reciprocity]]
 +
 +
[[Limited Resources]] together with [[Traverse]]
 +
 +
[[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 ===
 +
[[Ability Losses]],
 +
[[Exaggerated Perception of Influence]],
 +
[[Extra-Game Information]],
 +
[[Limited Foresight]],
 +
[[Limited Planning Ability]],
 +
[[Narration Structures]],
 +
[[Smooth Learning Curves]],
 +
[[Time Pressure]],
 +
[[Varying Rule Sets]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Challenging Gameplay]],
 +
[[Cognitive Engrossment]],
 +
[[Creative Control]],
 +
[[Excise]],
 +
[[Experimenting]],
 +
[[FUBAR Enjoyment]],
 +
[[Game Mastery]],
 +
[[Solution Uncertainty]]
 +
 +
(put this as example of above game mastery)
 +
==== with [[Combos]] ====
 +
[[Game Mastery]]
 +
 +
==== with [[Resource Management]] ====
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[[Grinding]]
 +
 +
=== Can Modulate ===
 +
[[Analysis Paralysis]],
 +
[[Stimulated Planning]]
 +
 +
=== Potentially Conflicting With ===
 +
[[Predictable Consequences]]
  
 
== Relations ==
 
== Relations ==
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[[Trading]] together with [[Delayed Effects]]
 
[[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 ===
 
=== Can Be Modulated By ===

Revision as of 17:01, 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

Can Be Instantiated By

Abilities, Algorithmic Agents, Asynchronous Collaborative Actions, Attention Swapping, Budgeted Action Points, Combos, Converters, Dedicated Game Facilitators, Enemies, Game Masters, Indirect Control, Internal Rivalry, Movement, Optional Rules, Orthogonal Differentiation, Perfect Information, Producer-Consumer, Puzzle Solving, Red Herrings, Resources, Resource Management, Rhythm-Based Actions, Rock-Paper-Scissors, Role Reversal, Skills, Trumps, Units, Variable Accuracy, Varying Rule Sets

Betrayal together with Cooperation or Teams

Collaborative Actions together with Delayed Effects or Delayed Reciprocity

Limited Resources together with Traverse

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

Ability Losses, Exaggerated Perception of Influence, Extra-Game Information, Limited Foresight, Limited Planning Ability, Narration Structures, Smooth Learning Curves, Time Pressure, Varying Rule Sets

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

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

(put this as example of above game mastery)

with Combos

Game Mastery

with Resource Management

Grinding

Can Modulate

Analysis Paralysis, Stimulated Planning

Potentially Conflicting With

Predictable Consequences

Relations

Can Instantiate

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

(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

Abilities, Algorithmic Agents, Asynchronous Collaborative Actions, Attention Swapping, Budgeted Action Points, Combos, Converters, Dedicated Game Facilitators, Enemies, Game Masters, Indirect Control, Internal Rivalry, Movement, Optional Rules, Orthogonal Differentiation, Perfect Information, Producer-Consumer, Puzzle Solving, Red Herrings, Resources, Resource Management, Rhythm-Based Actions, Rock-Paper-Scissors, Role Reversal, Skills, Trumps, Units, Variable Accuracy, Varying Rule Sets

Betrayal together with Cooperation or Teams

Collaborative Actions together with Delayed Effects or Delayed Reciprocity

Limited Resources together with Traverse

Trading together with Delayed Effects

Can Be Modulated By

Ability Losses, Exaggerated Perception of Influence, Extra-Game Information, Limited Foresight, Limited Planning Ability, Narration Structures, 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

-