Difference between revisions of "Varied Gameplay"
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[[Entrenching Gameplay]] | [[Entrenching Gameplay]] | ||
[[Construction/Scoring Phase Shift]] | [[Construction/Scoring Phase Shift]] | ||
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− | |||
[[Torchlight]] | [[Torchlight]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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=== Can Instantiate === | === Can Instantiate === | ||
Line 54: | Line 43: | ||
[[AI Players]], | [[AI Players]], | ||
[[Alien Space Bats]], | [[Alien Space Bats]], | ||
+ | [[Asymmetric Abilities]], | ||
+ | [[Asymmetric Goals]], | ||
+ | [[Asymmetric Resource Distribution]], | ||
[[Asymmetric Starting Conditions]], | [[Asymmetric Starting Conditions]], | ||
[[Backtracking Levels]], | [[Backtracking Levels]], | ||
Line 59: | Line 51: | ||
[[Competence Areas]], | [[Competence Areas]], | ||
[[Complex Gameplay]], | [[Complex Gameplay]], | ||
+ | [[Converters]], | ||
[[Cooldown]], | [[Cooldown]], | ||
+ | [[Dynamic Alliances]], | ||
[[Environmental Effects]], | [[Environmental Effects]], | ||
[[Ephemeral Goals]], | [[Ephemeral Goals]], | ||
[[Evolving Rule Sets]], | [[Evolving Rule Sets]], | ||
+ | [[Execution Phases]], | ||
[[Flanking Routes]], | [[Flanking Routes]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
+ | [[Incompatible Goals]], | ||
[[Internal Conflicts]], | [[Internal Conflicts]], | ||
[[Internal Rivalry]], | [[Internal Rivalry]], | ||
Line 71: | Line 67: | ||
[[Levels]], | [[Levels]], | ||
[[Orthogonal Differentiation]], | [[Orthogonal Differentiation]], | ||
+ | [[Planning Phases]], | ||
[[Polyathlons]], | [[Polyathlons]], | ||
[[Privileged Movement]], | [[Privileged Movement]], | ||
[[Procedurally Generated Game Worlds]], | [[Procedurally Generated Game Worlds]], | ||
+ | [[Producer-Consumer]], | ||
[[Reconfigurable Game Worlds]], | [[Reconfigurable Game Worlds]], | ||
[[Replayability]], | [[Replayability]], | ||
+ | [[Selectable Sets of Goals]], | ||
[[Sidegrades]], | [[Sidegrades]], | ||
[[Skills]], | [[Skills]], | ||
Line 81: | Line 80: | ||
[[Temporary Abilities]], | [[Temporary Abilities]], | ||
[[Tile-Laying]], | [[Tile-Laying]], | ||
+ | [[Transfer of Control]], | ||
[[Units]], | [[Units]], | ||
[[Varying Rule Sets]], | [[Varying Rule Sets]], | ||
Line 112: | Line 112: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Diminishing Returns]], | ||
[[Internal Rivalry]], | [[Internal Rivalry]], | ||
+ | [[Supporting Goals]], | ||
[[Testing Achievements]] | [[Testing Achievements]] | ||
Line 120: | Line 122: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Camping]], | [[Camping]], | ||
− | [[No-Ops]] | + | [[No-Ops]], |
+ | [[Quick Games]], | ||
+ | [[Sensory-Motoric Engrossment]], | ||
+ | [[Symmetric Resource Distribution]] | ||
== History == | == History == |
Revision as of 11:03, 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
Can Instantiate
Can Modulate
Can Be Instantiated By
Ability Losses, AI Players, Alien Space Bats, Asymmetric Abilities, Asymmetric Goals, Asymmetric Resource Distribution, Asymmetric Starting Conditions, Backtracking Levels, Back-to-Back Game Sessions, Competence Areas, Complex Gameplay, Converters, Cooldown, Dynamic Alliances, Environmental Effects, Ephemeral Goals, Evolving Rule Sets, Execution Phases, Flanking Routes, Freedom of Choice, Incompatible Goals, Internal Conflicts, Internal Rivalry, Minigames, New Abilities, Levels, Orthogonal Differentiation, Planning Phases, Polyathlons, Privileged Movement, Procedurally Generated Game Worlds, Producer-Consumer, Reconfigurable Game Worlds, Replayability, Selectable Sets of Goals, Sidegrades, Skills, Social Roles, Temporary Abilities, Tile-Laying, Transfer of Control, Units, Varying Rule Sets, Vehicles, Vision Modes, Vulnerabilities
Abstract Player Construct Development together with New Abilities or Privileged Abilities
Achilles' Heels together with Enemies
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
Diminishing Returns, Internal Rivalry, Supporting Goals, Testing Achievements
Possible Closure Effects
-
Potentially Conflicting With
Camping, No-Ops, Quick Games, Sensory-Motoric Engrossment, Symmetric Resource Distribution
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
-