Difference between revisions of "Player-Planned Development"
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== Consequences == | == Consequences == | ||
+ | Letting players have [[Player-Planned Development]] have several consequences on game designs. | ||
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+ | It lets players have [[Creative Control]] and set up their own [[Player Defined Goals]]. | ||
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+ | Working toward these are [[Continuous Goals]] with can provide [[Anticipation]] and motivate [[Stimulated Planning]], potentially in the form of pure [[Extra-Game Actions]]. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Competence Areas]], | [[Competence Areas]], | ||
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[[Enforced Agent Behavior]], | [[Enforced Agent Behavior]], | ||
[[Exaggerated Perception of Influence]], | [[Exaggerated Perception of Influence]], | ||
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[[Identification]], | [[Identification]], | ||
[[Illusion of Influence]], | [[Illusion of Influence]], | ||
[[Internal Conflicts]], | [[Internal Conflicts]], | ||
[[Open Destiny]], | [[Open Destiny]], | ||
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==== with [[Persistent Game Worlds]] ==== | ==== with [[Persistent Game Worlds]] ==== |
Revision as of 17:28, 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.
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, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Privileged Abilities, Secondary Interface Screens, Unknown Goals
Potentially Conflicting With
Enforced Agent Behavior, Narration Structures
Diegetic Aspects
Interface Aspects
The use of Player-Planned Development often requires that players can access information about what development is possible. This may be provided both from within Game Worlds and through Secondary Interface Screens.
Narrative Aspects
Consequences
Letting players have Player-Planned Development have several consequences on game designs.
It lets players have Creative Control and set up their own Player Defined Goals.
Working toward these are Continuous Goals with can provide Anticipation and motivate Stimulated Planning, potentially in the form of pure Extra-Game Actions.
Can Instantiate
Competence Areas, Enforced Agent Behavior, Exaggerated Perception of Influence, Identification, Illusion of Influence, Internal Conflicts, Open Destiny,
with Persistent Game Worlds
Relations
Can Instantiate
Anticipation, Competence Areas, Continuous Goals, Creative Control, Enforced Agent Behavior, Exaggerated Perception of Influence, Extra-Game Actions, 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, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Privileged Abilities, Secondary Interface Screens, 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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