Difference between revisions of "Gameplay Mastery"
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== Relations == | == Relations == | ||
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Instantiates: [[Emotional Engrossment]], [[Empowerment]], [[Investments]] | Instantiates: [[Emotional Engrossment]], [[Empowerment]], [[Investments]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Actor Detachment]], | [[Actor Detachment]], | ||
+ | [[Player Agency]], | ||
[[Predictable Winner]], | [[Predictable Winner]], | ||
[[Social Roles]], | [[Social Roles]], | ||
[[Replayability]], | [[Replayability]], | ||
[[Role Fulfillment]], | [[Role Fulfillment]], | ||
− | [[Social Rewards]] | + | [[Social Rewards]], |
+ | [[Team Development]], | ||
+ | [[Value of Effort]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Middlegame]], | ||
[[Performance Uncertainty]], | [[Performance Uncertainty]], | ||
[[Player/Character Skill Composites]] | [[Player/Character Skill Composites]] | ||
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[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
[[Complex Gameplay]], | [[Complex Gameplay]], | ||
+ | [[Construction/Scoring Phase Shift]], | ||
[[Collaborative Actions]], | [[Collaborative Actions]], | ||
+ | [[Deck Building]], | ||
[[Dexterity-Based Actions]], | [[Dexterity-Based Actions]], | ||
[[Difficulty Levels]], | [[Difficulty Levels]], | ||
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[[Player Physical Prowess]], | [[Player Physical Prowess]], | ||
[[Player Unpredictability]], | [[Player Unpredictability]], | ||
+ | [[Pre-Customized Decks]], | ||
[[Predictable Consequences]], | [[Predictable Consequences]], | ||
[[Puzzle Solving]], | [[Puzzle Solving]], | ||
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[[Seamful Gameplay]], | [[Seamful Gameplay]], | ||
[[Social Skills]], | [[Social Skills]], | ||
+ | [[Speedending]], | ||
[[Speedruns]], | [[Speedruns]], | ||
[[Stimulated Planning]], | [[Stimulated Planning]], | ||
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[[Strategic Knowledge]], | [[Strategic Knowledge]], | ||
[[Tactical Planning]], | [[Tactical Planning]], | ||
+ | [[Trade-Offs]], | ||
[[Vehicles]] | [[Vehicles]] | ||
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[[Handicap Achievements]], | [[Handicap Achievements]], | ||
[[High Score Lists]], | [[High Score Lists]], | ||
+ | [[Illusionary Rewards]], | ||
[[Meta Games]], | [[Meta Games]], | ||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
[[Public Player Statistics]], | [[Public Player Statistics]], | ||
+ | [[Rewards]], | ||
[[Sidegrades]], | [[Sidegrades]], | ||
[[Spectators]], | [[Spectators]], | ||
− | [[Uncertainty of Outcome]] | + | [[Uncertainty of Outcome]], |
+ | [[Varied Gameplay]] | ||
[[Repeat Combos]] together with [[Goal Achievements]] or [[Spectators]] | [[Repeat Combos]] together with [[Goal Achievements]] or [[Spectators]] | ||
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[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Luck]], | [[Luck]], | ||
+ | [[Player Augmentations]], | ||
[[Player/Character Skill Composites]], | [[Player/Character Skill Composites]], | ||
[[Purchasable Game Advantages]], | [[Purchasable Game Advantages]], |
Revision as of 07:55, 11 August 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
League of Legends Defense of the Ancients
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Emotional Engrossment, Empowerment, Investments
Instantiated by: Competence Areas, Perceivable Margins, Trans-Game Information, Resource Management, Rhythm-Based Actions, Overcome, Experimenting, Limited Resources, Negotiation, Predefined Goals, Timing, Risk/Reward, Smooth Learning Curves, Paper-Rock-Scissors, Betting
Modulated by: , Penalties, Asymmetric Abilities, Tournaments, Red Queen Dilemmas, Player Balance, Engrossment, Levels, Symmetry
Can Instantiate
Actor Detachment, Player Agency, Predictable Winner, Social Roles, Replayability, Role Fulfillment, Social Rewards, Team Development, Value of Effort
Can Modulate
Middlegame, Performance Uncertainty, Player/Character Skill Composites
Can Be Instantiated By
Achievements, Challenging Gameplay, Complex Gameplay, Construction/Scoring Phase Shift, Collaborative Actions, Deck Building, Dexterity-Based Actions, Difficulty Levels, Enactment, Extended Actions, Flip-Flop Events, FUBAR Enjoyment, Further Player Improvement Potential, Memorizing, Multiplayer Games, Obstacles, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predictable Consequences, Puzzle Solving, Real World Knowledge Advantages, Seamful Gameplay, Social Skills, Speedending, Speedruns, Stimulated Planning, Storytelling, Strategic Knowledge, Tactical Planning, Trade-Offs, Vehicles
AI Players together with Difficulty Levels
Anonymous Actions together with Roleplaying
Combos together with Challenging Gameplay or Complex Gameplay
Construction together with with Combos or Emergent Gameplay
Can Be Modulated By
Clickability, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Meta Games, Multiplayer Games, Public Player Statistics, Rewards, Sidegrades, Spectators, Uncertainty of Outcome, Varied Gameplay
Repeat Combos together with Goal Achievements or Spectators
Possible Closure Effects
-
Potentially Conflicting With
Auto-Aim, Balancing Effects, Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Randomness, Vision Modes
Emotional Engrossment in games with Algorithmic Agents
Player/Character Skill Composites together with Character Development or Player Balance
Player Balance in Multiplayer Games
History
An updated version of the pattern Gameplay Mastery that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-