Difference between revisions of "Further Player Improvement Potential"
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− | [[Further Player Improvement Potential]] provides means of players being able to perform some gameplay actions, note how well these work against some goals, and finally noticing that the possibility for better performances exist. While this does require [[Uncertainty of Outcome]], not all types of [[Uncertainty of Outcome]] work. | + | [[Further Player Improvement Potential]] provides means of players being able to perform some gameplay actions, note how well these work against some goals, and finally noticing that the possibility for better performances exist. While this does require [[Uncertainty of Outcome]], not all types of [[Uncertainty of Outcome]] work. [[Performance Uncertainty]] is the primary way of achieving this and pitching players against each other in [[PvP]] gameplay where the outcome depends on their performance is a classical solution found for example in [[Chess]] and [[Go]] to allow nearly all players [[Further Player Improvement Potential]]. [[Difficulty Levels]] and [[Ever Increasing Difficulty]] can also support [[Further Player Improvement Potential]] but here the potentially typically is bounded earlier, either due to a limited number of [[Difficulty Levels]] or that it is a narrow set of skills that are challenges by the [[Ever Increasing Difficulty]]. |
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=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 09:19, 4 August 2015
That players have the possibility to increase their skills in handling the gameplay.
This pattern is still a stub.
Examples
Using the pattern
Further Player Improvement Potential provides means of players being able to perform some gameplay actions, note how well these work against some goals, and finally noticing that the possibility for better performances exist. While this does require Uncertainty of Outcome, not all types of Uncertainty of Outcome work. Performance Uncertainty is the primary way of achieving this and pitching players against each other in PvP gameplay where the outcome depends on their performance is a classical solution found for example in Chess and Go to allow nearly all players Further Player Improvement Potential. Difficulty Levels and Ever Increasing Difficulty can also support Further Player Improvement Potential but here the potentially typically is bounded earlier, either due to a limited number of Difficulty Levels or that it is a narrow set of skills that are challenges by the Ever Increasing Difficulty.
Can Be Modulated By
Exaggerated Perception of Influence
Potentially Conflicting With
Challenging Gameplay, Luck, No Direct Player Influence, Puzzle Solving, Randomness, Solution Uncertainty, Trial by Error Solutions
Consequences
The presence of Further Player Improvement Potential in games show that players have a possibility to achieve better Gameplay Mastery than they currently have, and that there exists a potential Value of Effort for trying to become better. In games with Teams, it shows that positive Team Development is possible.
If the Further Player Improvement Potential exists between game instances, it supports Replayability either through getting better at performing the necessary gameplay actions or by developing Strategic Knowledge.
Relations
Can Instantiate
Gameplay Mastery, Replayability, Value of Effort
Team Development in games with Teams
with Strategic Knowledge
Can Modulate
-
Can Be Instantiated By
Difficulty Levels, Ever Increasing Difficulty, Performance Uncertainty
PvP together with Performance Uncertainty
Can Be Modulated By
Exaggerated Perception of Influence
Possible Closure Effects
-
Potentially Conflicting With
Challenging Gameplay, Luck, No Direct Player Influence, Puzzle Solving, Randomness, Solution Uncertainty, Trial by Error Solutions
History
New pattern created in this wiki.