Difference between revisions of "Player-Planned Development"
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Anticipation]], | [[Anticipation]], | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Narration Structures]], | ||
[[Player Characters]], | [[Player Characters]], | ||
[[Player Created Game Elements]], | [[Player Created Game Elements]], | ||
+ | [[Privileged Abilities]], | ||
[[Roleplaying]], | [[Roleplaying]], | ||
[[Teams]], | [[Teams]], | ||
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[[Persistent Game Worlds]], | [[Persistent Game Worlds]], | ||
[[Predefined Goals]], | [[Predefined Goals]], | ||
+ | [[Privileged Abilities]], | ||
[[Unknown Goals]] | [[Unknown Goals]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | [[Enforced Agent Behavior]] | + | [[Enforced Agent Behavior]], |
+ | [[Narration Structures]] | ||
== History == | == History == |
Revision as of 14:06, 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
Can Instantiate
Anticipation, Competence Areas, Continuous Goals, Creative Control, Enforced Agent Behavior, Exaggerated Perception of Influence, Identification, Illusion of Influence, Internal Conflicts, Open Destiny, Player Defined Goals, Stimulated Planning
with Persistent Game Worlds
Can Modulate
Narration Structures, Player Characters, Player Created Game Elements, Privileged Abilities, Roleplaying, Teams, Team Development
Can Be Instantiated By
Character Defining Actions, Factions, Game Masters, Rewards, Unlocking
Abstract Player Constructs together with Abstract Player Construct Development and Freedom of Choice
Characters together with Character Development and Freedom of Choice
Freedom of Choice together with Gain Competence, Improved Abilities, or New Abilities
Can Be Modulated By
Dynamic Goal Characteristics, Extra-Game Actions, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Privileged Abilities, Unknown Goals
Possible Closure Effects
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Potentially Conflicting With
Enforced Agent Behavior, Narration Structures
History
New pattern created in this wiki.
References
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