Difference between revisions of "Gameplay Mastery"
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== Relations == | == Relations == | ||
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− | |||
− | |||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Actor Detachment]], | [[Actor Detachment]], | ||
+ | [[Emotional Engrossment]], | ||
+ | [[Empowerment]], | ||
+ | [[Investments]], | ||
[[Player Agency]], | [[Player Agency]], | ||
[[Predictable Winner]], | [[Predictable Winner]], | ||
Line 68: | Line 65: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Achievements]], | [[Achievements]], | ||
+ | [[Betting]], | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
+ | [[Competence Areas]], | ||
[[Complex Gameplay]], | [[Complex Gameplay]], | ||
[[Construction/Scoring Phase Shift]], | [[Construction/Scoring Phase Shift]], | ||
Line 76: | Line 75: | ||
[[Difficulty Levels]], | [[Difficulty Levels]], | ||
[[Enactment]], | [[Enactment]], | ||
+ | [[Experimenting]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
[[Flip-Flop Events]], | [[Flip-Flop Events]], | ||
[[FUBAR Enjoyment]], | [[FUBAR Enjoyment]], | ||
[[Further Player Improvement Potential]], | [[Further Player Improvement Potential]], | ||
+ | [[Limited Resources]], | ||
[[Memorizing]], | [[Memorizing]], | ||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
+ | [[Negotiation]], | ||
[[Obstacles]], | [[Obstacles]], | ||
+ | [[Overcome]], | ||
+ | [[Paper-Rock-Scissors]], | ||
+ | [[Perceivable Margins]], | ||
[[Player Physical Prowess]], | [[Player Physical Prowess]], | ||
[[Player Unpredictability]], | [[Player Unpredictability]], | ||
[[Pre-Customized Decks]], | [[Pre-Customized Decks]], | ||
+ | [[Predefined Goals]], | ||
[[Predictable Consequences]], | [[Predictable Consequences]], | ||
[[Puzzle Solving]], | [[Puzzle Solving]], | ||
[[Real World Knowledge Advantages]], | [[Real World Knowledge Advantages]], | ||
+ | [[Resource Management]], | ||
+ | [[Rhythm-Based Actions]], | ||
+ | [[Risk/Reward]], | ||
[[Seamful Gameplay]], | [[Seamful Gameplay]], | ||
+ | [[Smooth Learning Curves]], | ||
[[Social Skills]], | [[Social Skills]], | ||
[[Speedending]], | [[Speedending]], | ||
Line 97: | Line 107: | ||
[[Strategic Knowledge]], | [[Strategic Knowledge]], | ||
[[Tactical Planning]], | [[Tactical Planning]], | ||
+ | [[Timing]], | ||
[[Trade-Offs]], | [[Trade-Offs]], | ||
+ | [[Trans-Game Information]], | ||
[[Vehicles]] | [[Vehicles]] | ||
Line 109: | Line 121: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Asymmetric Abilities]], | ||
[[Clickability]], | [[Clickability]], | ||
+ | [[Engrossment]], | ||
[[Excluding Goals]], | [[Excluding Goals]], | ||
[[Goal Achievements]], | [[Goal Achievements]], | ||
Line 115: | Line 129: | ||
[[High Score Lists]], | [[High Score Lists]], | ||
[[Illusionary Rewards]], | [[Illusionary Rewards]], | ||
+ | [[Levels]], | ||
[[Meta Games]], | [[Meta Games]], | ||
[[Multiplayer Games]], | [[Multiplayer Games]], | ||
+ | [[Penalties]], | ||
+ | [[Player Balance]], | ||
[[Public Player Statistics]], | [[Public Player Statistics]], | ||
+ | [[Red Queen Dilemmas]], | ||
[[Rewards]], | [[Rewards]], | ||
[[Sidegrades]], | [[Sidegrades]], | ||
[[Spectators]], | [[Spectators]], | ||
+ | [[Symmetry]], | ||
+ | [[Tournaments]], | ||
[[Uncertainty of Outcome]], | [[Uncertainty of Outcome]], | ||
[[Varied Gameplay]] | [[Varied Gameplay]] |
Revision as of 08:09, 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
Can Instantiate
Actor Detachment, Emotional Engrossment, Empowerment, Investments, 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, Betting, Challenging Gameplay, Competence Areas, Complex Gameplay, Construction/Scoring Phase Shift, Collaborative Actions, Deck Building, Dexterity-Based Actions, Difficulty Levels, Enactment, Experimenting, Extended Actions, Flip-Flop Events, FUBAR Enjoyment, Further Player Improvement Potential, Limited Resources, Memorizing, Multiplayer Games, Negotiation, Obstacles, Overcome, Paper-Rock-Scissors, Perceivable Margins, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predefined Goals, Predictable Consequences, Puzzle Solving, Real World Knowledge Advantages, Resource Management, Rhythm-Based Actions, Risk/Reward, Seamful Gameplay, Smooth Learning Curves, Social Skills, Speedending, Speedruns, Stimulated Planning, Storytelling, Strategic Knowledge, Tactical Planning, Timing, Trade-Offs, Trans-Game Information, 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
Asymmetric Abilities, Clickability, Engrossment, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Levels, Meta Games, Multiplayer Games, Penalties, Player Balance, Public Player Statistics, Red Queen Dilemmas, Rewards, Sidegrades, Spectators, Symmetry, Tournaments, 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
-