Difference between revisions of "Varied Gameplay"
(→Relations) |
(→Relations) |
||
Line 28: | Line 28: | ||
== Relations == | == Relations == | ||
+ | [[Entrenching Gameplay]] | ||
+ | [[Construction/Scoring Phase Shift]] | ||
+ | [[Planning Phases]] | ||
+ | [[Execution Phases]] | ||
+ | |||
[[Torchlight]] | [[Torchlight]] | ||
[[Sidegrades]] | [[Sidegrades]] | ||
− | |||
− | |||
[[Achilles' Heels]] | [[Achilles' Heels]] | ||
[[Vulnerabilities]] | [[Vulnerabilities]] | ||
Line 45: | Line 48: | ||
[[Procedurally Generated Game Worlds]] | [[Procedurally Generated Game Worlds]] | ||
[[Social Roles]] | [[Social Roles]] | ||
− | |||
[[Complex Gameplay]] | [[Complex Gameplay]] | ||
Line 117: | Line 119: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Camping]], | ||
[[No-Ops]] | [[No-Ops]] | ||
Revision as of 10:51, 7 September 2016
Variation in gameplay for a game, either within a single play session or between different play sessions.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Entrenching Gameplay Construction/Scoring Phase Shift Planning Phases Execution Phases
Sidegrades
Achilles' Heels
Vulnerabilities
Vision Modes
Skills
Competence Areas
Orthogonal Differentiation
Polyathlons
Reconfigurable Game Worlds
Tile-Laying
Procedurally Generated Game Worlds
Social Roles
Complex Gameplay
Modulates: Gameplay Mastery, Narration Structures
Instantiated by: Asymmetric Abilities, Converters, Budgeted Action Points, Transfer of Control, Selectable Sets of Goals, Dynamic Alliances, Incompatible Goals, Asymmetric Resource Distribution, Asymmetric Goals, Higher-Level Closures as Gameplay Progresses, Producer-Consumer
Modulated by: Red Herrings, Diminishing Returns, Non-Renewable Resources, Supporting Goals
Potentially conflicting with: Quick Games, Sensory-Motoric Engrossment, Symmetric Resource Distribution
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Ability Losses, AI Players, Alien Space Bats, Asymmetric Starting Conditions, Backtracking Levels, Back-to-Back Game Sessions, Cooldown, Environmental Effects, Ephemeral Goals, Evolving Rule Sets, Flanking Routes, Freedom of Choice, Internal Conflicts, Internal Rivalry, Minigames, New Abilities, Levels, Privileged Movement, Replayability, Temporary Abilities, Units, Varying Rule Sets, Vehicles
Abstract Player Construct Development together with New Abilities or Privileged Abilities
Boss Monsters together with Privileged Abilities
Character Development together with Improved Abilities or New Abilities
Functional Roles together with Multiplayer Games
Game Worlds together with Player Constructed Worlds
Geometric Progression together with Negative Feedback Loops
Open Destiny together with Limited Set of Actions
Persistent Game Worlds together with Construction or Creative Control
Randomness together with Enemies, Ephemeral Goals, Game Worlds, Levels, or Quests
Strategic Planning together with Replayability
Weapons together with New Abilities
Can Be Modulated By
Internal Rivalry, Testing Achievements
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Varied Gameplay 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
-