Difference between revisions of "Exploitation"
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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− | + | ''A gameplay phase where the efficient utilization of possessed resources and abilities are in focus.'' | |
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− | + | Many games allow players to get access to resources and abilities. Players are in [[Exploitation]] phases when their focus is upon improving the resources and abilities already possessed, and using these recursively on themselves for this purpose. | |
=== Examples === | === Examples === | ||
− | + | [[Master of Orion]], [[Minecraft]], [[Slaves to Armok II: Dwarf Fortress]], and [[Civilization (video game) series|Civilization series]] are all examples of games that have [[Exploitation]] phases. | |
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== Using the pattern == | == Using the pattern == | ||
+ | As a phase in gameplay arcs, [[Exploitation]] typically occurs after [[Expansion]]. ''4X'' games<ref name="4X"/> are constructed by using these and having them preluded by [[Game World Exploration]] and concluded by [[Extermination]]. | ||
− | + | For [[Exploitation]] to work there must be something to exploit. It is not as dependent on [[Game Worlds]] as the phases of [[Game World Exploration]] and [[Expansion]], but rather on the [[Resource Locations]] located in these. The [[Construction]] of [[Bases]] or [[Installations]] are typically required to make use of these or can in themselves provide [[Resources]] that can be exploited. To make this type of gameplay challenging [[Complex Gameplay]] is typically used and making best possible use of all these aspects typically require the construction of efficient [[Gameplay Engines]]. An alternative to this type of [[Exploitation]] is one where players instead focus on increasing their [[Scores]]; in this case the gameplay is typically not complex as the phase is the [[Endgame]] and the potential importance of making [[Gameplay Engines]] has most likely been in a previous phase. | |
− | + | When and how [[Exploitation]] occurs depends on what [[Abilities]] players have. [[Technologies]] and [[Units]] typically possesses these and by introducing them as [[New Abilities]] game designers can control when [[Exploitation]] can begin. | |
− | + | How long [[Exploitation]] phases should continue depend mainly on when other phases (typically [[Extermination]]) begins but [[Pottering]] can be made available to those players that wish to prolong the phase. However, [[Exploitation]] can also be the result of [[Construction/Scoring Phase Shift]] when the [[Exploitation]] takes the form of increasing ones [[Scores|Score]] rather than expanding one's influence. | |
== Consequences == | == Consequences == | ||
+ | [[Exploitation]] is typically a [[Middlegame]] phase but sometimes an [[Endgame]] phase instead. Since it deal with improving and maximizing the utility of player assets, it both can lead to [[Abstract Player Construct Development]] and [[Micromanagement]] of those assets. Since players have no need to perform actions except overview processes if they feel they have maximized the utilization of their [[Resources]], the pattern can give rise to [[Lull Periods]]. | ||
== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Abstract Player Construct Development]], | |
− | + | [[Endgame]], | |
− | + | [[Lull Periods]], | |
+ | [[Micromanagement]], | ||
+ | [[Middlegame]] | ||
=== Can Modulate === | === Can Modulate === | ||
Line 42: | Line 38: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | + | [[Bases]], | |
+ | [[Complex Gameplay]], | ||
+ | [[Construction]], | ||
+ | [[Gameplay Engines]], | ||
+ | [[Installations]], | ||
+ | [[Resource Locations]], | ||
+ | [[Scores]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[Pottering]] | + | [[Construction/Scoring Phase Shift]], |
+ | [[New Abilities]], | ||
+ | [[Pottering]], | ||
+ | [[Technologies]], | ||
+ | [[Units]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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== References == | == References == | ||
− | + | <references> | |
+ | <ref name="4X">Wikipedia [https://en.wikipedia.org/wiki/4X entry] for 4X games</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
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Latest revision as of 16:35, 2 August 2015
A gameplay phase where the efficient utilization of possessed resources and abilities are in focus.
Many games allow players to get access to resources and abilities. Players are in Exploitation phases when their focus is upon improving the resources and abilities already possessed, and using these recursively on themselves for this purpose.
Contents
Examples
Master of Orion, Minecraft, Slaves to Armok II: Dwarf Fortress, and Civilization series are all examples of games that have Exploitation phases.
Using the pattern
As a phase in gameplay arcs, Exploitation typically occurs after Expansion. 4X games[1] are constructed by using these and having them preluded by Game World Exploration and concluded by Extermination.
For Exploitation to work there must be something to exploit. It is not as dependent on Game Worlds as the phases of Game World Exploration and Expansion, but rather on the Resource Locations located in these. The Construction of Bases or Installations are typically required to make use of these or can in themselves provide Resources that can be exploited. To make this type of gameplay challenging Complex Gameplay is typically used and making best possible use of all these aspects typically require the construction of efficient Gameplay Engines. An alternative to this type of Exploitation is one where players instead focus on increasing their Scores; in this case the gameplay is typically not complex as the phase is the Endgame and the potential importance of making Gameplay Engines has most likely been in a previous phase.
When and how Exploitation occurs depends on what Abilities players have. Technologies and Units typically possesses these and by introducing them as New Abilities game designers can control when Exploitation can begin.
How long Exploitation phases should continue depend mainly on when other phases (typically Extermination) begins but Pottering can be made available to those players that wish to prolong the phase. However, Exploitation can also be the result of Construction/Scoring Phase Shift when the Exploitation takes the form of increasing ones Score rather than expanding one's influence.
Consequences
Exploitation is typically a Middlegame phase but sometimes an Endgame phase instead. Since it deal with improving and maximizing the utility of player assets, it both can lead to Abstract Player Construct Development and Micromanagement of those assets. Since players have no need to perform actions except overview processes if they feel they have maximized the utilization of their Resources, the pattern can give rise to Lull Periods.
Relations
Can Instantiate
Abstract Player Construct Development, Endgame, Lull Periods, Micromanagement, Middlegame
Can Modulate
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Can Be Instantiated By
Bases, Complex Gameplay, Construction, Gameplay Engines, Installations, Resource Locations, Scores
Can Be Modulated By
Construction/Scoring Phase Shift, New Abilities, Pottering, Technologies, Units
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
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