Difference between revisions of "Trade-Offs"

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(Relations)
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[[Drafting Spreads]] [[Traverse]]
 
[[Drafting Spreads]] [[Traverse]]
  
Instantiates: Game Mastery, Tension
+
Instantiates: [[Game Mastery]],  
  
Modulates: Cognitive Engrossment, Stealth, Committed Goals, Perceived Chance to Succeed, Right Level of Difficulty
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Modulates: [[Cognitive Engrossment]], [[Committed Goals]], [[Perceived Chance to Succeed]], [[Right Level of Difficulty]]
  
Instantiated by: Bidding, Consumers, Converters, Producers, Resources, Selectable Sets of Goals, Renewable Resources, Resource Management, Risk/Reward, Player-Decided Distribution of Rewards & Penalties, Delayed Effects
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Instantiated by: [[Bidding]], [[Consumers]], [[Converters]], [[Producers]], [[Resources]], [[Selectable Sets of Goals]], [[Resource Management]], [[Risk/Reward]], [[Player-Decided Distribution of Rewards & Penalties]], [[Delayed Effects]]
  
Modulated by: Attention Swapping, Producers, Limited Resources, Supporting Goals
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Modulated by: [[Attention Swapping]], [[Producers]], [[Limited Resources]], [[Supporting Goals]]
 
+
---
+
  
 +
=== Can Instantiate ===
 
[[Tension]]
 
[[Tension]]
[[Stealth]]
 
[[Guard]]
 
[[Interruptibility]]
 
[[Renewable Resources]]
 
 
=== Can Instantiate ===
 
-
 
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Stealth]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Guard]],
 +
[[Interruptibility]],
 +
[[Renewable Resources]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 17:33, 15 July 2016

Gameplay situations where players must choose between several different options and compare values against each other.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Analysis Paralysis Time Limits Extended Actions Challenging Gameplay Units Stimulated Planning Tactical Planning Enemies Freedom of Choice Heterogeneous Game Element Ownership Internal Rivalry Tools Game Items Armor Ammunition Sockets Balancing Effects Traces Strategic Knowledge One-Way Travel Choke Points Budgeted Action Points Improved Abilities Decreased Abilities Ability Losses New Abilities Token Placement No-Use Bonus Chargers Upgrades Deterioration Area Control Combat Parties Equipment Slots Cameras Drafting Spreads Traverse

Instantiates: Game Mastery,

Modulates: Cognitive Engrossment, Committed Goals, Perceived Chance to Succeed, Right Level of Difficulty

Instantiated by: Bidding, Consumers, Converters, Producers, Resources, Selectable Sets of Goals, Resource Management, Risk/Reward, Player-Decided Distribution of Rewards & Penalties, Delayed Effects

Modulated by: Attention Swapping, Producers, Limited Resources, Supporting Goals

Can Instantiate

Tension

with ...

Can Modulate

Stealth

Can Be Instantiated By

Guard, Interruptibility, Renewable Resources

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Tradeoffs that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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