Difference between revisions of "Gameplay Mastery"

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(Relations)
(Relations)
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== Relations ==
 
== 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 ===
 
=== Can Instantiate ===
 
[[Actor Detachment]],  
 
[[Actor Detachment]],  
 +
[[Emotional Engrossment]],
 +
[[Empowerment]],
 +
[[Investments]],
 
[[Player Agency]],  
 
[[Player Agency]],  
 
[[Predictable Winner]],  
 
[[Predictable Winner]],  
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=== 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]],  
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[[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]],  
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[[Strategic Knowledge]],  
 
[[Strategic Knowledge]],  
 
[[Tactical Planning]],  
 
[[Tactical Planning]],  
 +
[[Timing]],
 
[[Trade-Offs]],  
 
[[Trade-Offs]],  
 +
[[Trans-Game Information]],
 
[[Vehicles]]  
 
[[Vehicles]]  
  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Asymmetric Abilities]],
 
[[Clickability]],  
 
[[Clickability]],  
 +
[[Engrossment]],
 
[[Excluding Goals]],  
 
[[Excluding Goals]],  
 
[[Goal Achievements]],  
 
[[Goal Achievements]],  
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[[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.

Examples

Left 4 Dead series

Quake

Chess Go

Poker Texas Hold'em

Street Fighter series

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

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

Acknowledgements

-