Difference between revisions of "Player-Planned Development"
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== Relations == | == Relations == | ||
− | + | Instantiates: Continuous Goals, Anticipation, Illusion of Influence, Player Constructed Worlds, Identification, Freedom of Choice, Creative Control, Player Defined Goals | |
+ | Modulates: Character Development, Characters, Narrative Structures, Team Play, Privileged Abilities | ||
+ | |||
+ | Instantiated by: [[Rewards]] | ||
+ | |||
+ | Modulated by: Unknown Goals, Incompatible Goals, Predefined Goals, Dynamic Goal Characteristics, Extra-Game Actions, Privileged Abilities | ||
+ | |||
+ | Potentially conflicting with: Narrative Structures | ||
+ | |||
+ | [[Team Development]] | ||
[[Roleplaying]] | [[Roleplaying]] | ||
[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] |
Revision as of 12:44, 4 August 2015
The possibility for players to plan how game state values and entities should be able to develop.
This pattern is a still a stub.
Examples
Using the pattern
This planning offers players the chance of Varied Gameplay by making use of New Abilities to instantiate potential Orthogonal Unit Differentiation. Planned Character Development gives the possibility for Team Development in games with Team Play. However, unless games make use of Game Masters, this kind of Freedom of Choice regarding Characters may be difficult to combine with Narrative Structures.
Abstract Player Construct Development
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Instantiates: Continuous Goals, Anticipation, Illusion of Influence, Player Constructed Worlds, Identification, Freedom of Choice, Creative Control, Player Defined Goals
Modulates: Character Development, Characters, Narrative Structures, Team Play, Privileged Abilities
Instantiated by: Rewards
Modulated by: Unknown Goals, Incompatible Goals, Predefined Goals, Dynamic Goal Characteristics, Extra-Game Actions, Privileged Abilities
Potentially conflicting with: Narrative Structures
Team Development Roleplaying Exaggerated Perception of Influence Open Destiny Characters Stimulated Planning Freedom of Choice Character Defining Actions Enforced Agent Behavior Factions Internal Conflicts Renamed Patterns Game Masters Persistent Game Worlds Abstract Player Constructs Abstract Player Construct Development Character Development Player Characters Improved Abilities Gain Competence New Abilities Skills Competence Areas Unlocking
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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