Difference between revisions of "Player-Planned Development"
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Letting players have [[Player-Planned Development]] have several consequences on game designs. It lets players have [[Creative Control]], aim for specific [[Competence Areas]], choose their own [[Player Defined Goals]], and can strengthen their [[Identification]] with the game elements they can develop. Working toward these are [[Continuous Goals]] with can provide [[Anticipation]] and motivate [[Stimulated Planning]], potentially in the form of pure [[Extra-Game Actions]]. While [[Player-Planned Development]] can cause players to have [[Exaggerated Perception of Influence]] they have, i.e. they may be under an [[Illusion of Influence]], it can support the perception that they game elements under their control have an [[Open Destiny]]. | Letting players have [[Player-Planned Development]] have several consequences on game designs. It lets players have [[Creative Control]], aim for specific [[Competence Areas]], choose their own [[Player Defined Goals]], and can strengthen their [[Identification]] with the game elements they can develop. Working toward these are [[Continuous Goals]] with can provide [[Anticipation]] and motivate [[Stimulated Planning]], potentially in the form of pure [[Extra-Game Actions]]. While [[Player-Planned Development]] can cause players to have [[Exaggerated Perception of Influence]] they have, i.e. they may be under an [[Illusion of Influence]], it can support the perception that they game elements under their control have an [[Open Destiny]]. | ||
− | Having [[Player-Planned Development]] may | + | Having [[Player-Planned Development]] may cause [[Enforced Agent Behavior]] in order to achieve the planned development, but the presence of [[Enforced Agent Behavior]] unrelated to such planning works against it. It can also cause [[Internal Conflicts]] since gameplay options provide may set different parts of the planned development against each other or may work against what is best from a short-term perspective or one related to winning a game. |
− | + | ||
− | + | ||
− | [[Enforced Agent Behavior]], | + | |
− | [[Internal Conflicts]] | + | |
In games where the game instances go on for long period of times, e.g. in games with [[Persistent Game Worlds]], the work players to both in planning and actual gameplay actions performed towards having [[Player-Planned Development]] can be seen as [[Investments]] and provide players with a clear measure of [[Value of Effort]] for them. | In games where the game instances go on for long period of times, e.g. in games with [[Persistent Game Worlds]], the work players to both in planning and actual gameplay actions performed towards having [[Player-Planned Development]] can be seen as [[Investments]] and provide players with a clear measure of [[Value of Effort]] for them. |
Revision as of 17:37, 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
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, aim for specific Competence Areas, choose their own Player Defined Goals, and can strengthen their Identification with the game elements they can develop. Working toward these are Continuous Goals with can provide Anticipation and motivate Stimulated Planning, potentially in the form of pure Extra-Game Actions. While Player-Planned Development can cause players to have Exaggerated Perception of Influence they have, i.e. they may be under an Illusion of Influence, it can support the perception that they game elements under their control have an Open Destiny.
Having Player-Planned Development may cause Enforced Agent Behavior in order to achieve the planned development, but the presence of Enforced Agent Behavior unrelated to such planning works against it. It can also cause Internal Conflicts since gameplay options provide may set different parts of the planned development against each other or may work against what is best from a short-term perspective or one related to winning a game.
In games where the game instances go on for long period of times, e.g. in games with Persistent Game Worlds, the work players to both in planning and actual gameplay actions performed towards having Player-Planned Development can be seen as Investments and provide players with a clear measure of Value of Effort for them.
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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