Difference between revisions of "Gameplay Engines"
(→Relations) |
|||
(26 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Dynamic Patterns]] | [[Category:Dynamic Patterns]] | ||
− | |||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
− | |||
[[Category:To be Published]] | [[Category:To be Published]] | ||
− | + | ''Player constructed systems that provide benefits for the player that constructed it.'' | |
− | ' | + | |
− | + | The actions players take in games are typically directly or indirectly aimed at making the players come closer to their goals. Some games allow players to take actions over time that help them build a structure of game elements that together work in supporting players reach their goals. Such structures are called [[Gameplay Engines]]. | |
=== Examples === | === Examples === | ||
− | + | Some [[:Category:Card Games|Card Games]] are built upon the basis that players construct decks. Examples include [[Blood Bowl: Team Manager - The Card Game|Blood Bowl: Team Manager]], [[Dominion]], [[Legendary: A Marvel Deck Building Game]], and [[Thunderstone]]. The success in any of these games depend on making the cards in one's deck work together as a [[Gameplay Engines|Gameplay Engine]]. | |
− | + | ||
− | + | ||
== Using the pattern == | == Using the pattern == | ||
+ | Supporting the presence of [[Gameplay Engines]] consist of letting players use [[Construction]] to make more efficient or self-sustaining [[Abstract Player Constructs]]. This is typically done through letting the game system be able to generate [[Combos]], [[Emergent Gameplay]], or [[Positive Feedback Loops]] through the constructions the players can create in the [[Abstract Player Constructs]]. [[Deck Building]] is a specific pattern that allows players to try and construct [[Gameplay Engines]] during gameplay if all the prerequisites necessary for them exist by collecting [[Cards]], [[Pre-Customized Decks]] does the same but before gameplay begins. One specific example of this is [[Cycle Deck Engines]]. | ||
− | + | The presence of [[Construction/Scoring Phase Shift]] in games which allow [[Gameplay Engines]] can make the engines useless at a certain point where in becomes more important to focus on generating victory points. The easiest way to make [[Construction/Scoring Phase Shift]] possible in games with [[Gameplay Engines]] rather obviously to add [[Scores]] to the design. | |
− | == | + | == Consequences == |
+ | [[Gameplay Engines]] can be seen as a form of [[Abstract Player Constructs]], or as goal requirement for which effects there should have. Building them are a form of [[Investments]] and [[Supporting Goals]] for winning a game, typically those that have [[Winner determined after Gameplay Ends]] or rely on successful [[Expansion]] phases. Even more so, having efficient [[Gameplay Engines]] can be the defining characteristic of | ||
+ | [[Exploitation]] phases making the pattern potential very important in two different gameplay phases. | ||
− | + | Since typically games that provide [[Gameplay Engines]] provide many different types of them, choosing one to try and build is a [[Player Defined Goals|Player Defined Goals]] as well as being [[Constructive Gameplay]]. Building efficient [[Gameplay Engines]] typically require both [[Strategic Knowledge]] and [[Strategic Planning]] but just maintaining or observing well-functioning [[Gameplay Engines]] can give rise to [[Lull Periods]]. | |
− | + | [[Construction/Scoring Phase Shift]] often occur in games which have [[Scores]] and allow the construction of [[Gameplay Engines]]. | |
== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | [[Abstract Player Constructs]] | + | [[Abstract Player Constructs]], |
− | + | [[Constructive Gameplay]], | |
− | [[ | + | [[Investments]], |
− | [[ | + | [[Exploitation]], |
− | + | [[Lull Periods]], | |
− | + | [[Player Defined Goals]], | |
− | + | [[Strategic Knowledge]], | |
− | [[ | + | [[Strategic Planning]], |
− | [[ | + | |
[[Supporting Goals]] | [[Supporting Goals]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== with [[Scores]] ==== | ==== with [[Scores]] ==== | ||
Line 53: | Line 42: | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Expansion]], | ||
[[Winner determined after Gameplay Ends]] | [[Winner determined after Gameplay Ends]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Combos]], | [[Combos]], | ||
− | [[Construction]] | + | [[Construction]], |
+ | [[Cycle Deck Engines]], | ||
+ | [[Emergent Gameplay]], | ||
+ | [[Pre-Customized Decks]], | ||
+ | [[Positive Feedback Loops]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[Construction/Scoring Phase Shift]] | + | [[Construction/Scoring Phase Shift]], |
+ | [[Deck Building]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Latest revision as of 08:11, 21 September 2016
Player constructed systems that provide benefits for the player that constructed it.
The actions players take in games are typically directly or indirectly aimed at making the players come closer to their goals. Some games allow players to take actions over time that help them build a structure of game elements that together work in supporting players reach their goals. Such structures are called Gameplay Engines.
Contents
Examples
Some Card Games are built upon the basis that players construct decks. Examples include Blood Bowl: Team Manager, Dominion, Legendary: A Marvel Deck Building Game, and Thunderstone. The success in any of these games depend on making the cards in one's deck work together as a Gameplay Engine.
Using the pattern
Supporting the presence of Gameplay Engines consist of letting players use Construction to make more efficient or self-sustaining Abstract Player Constructs. This is typically done through letting the game system be able to generate Combos, Emergent Gameplay, or Positive Feedback Loops through the constructions the players can create in the Abstract Player Constructs. Deck Building is a specific pattern that allows players to try and construct Gameplay Engines during gameplay if all the prerequisites necessary for them exist by collecting Cards, Pre-Customized Decks does the same but before gameplay begins. One specific example of this is Cycle Deck Engines.
The presence of Construction/Scoring Phase Shift in games which allow Gameplay Engines can make the engines useless at a certain point where in becomes more important to focus on generating victory points. The easiest way to make Construction/Scoring Phase Shift possible in games with Gameplay Engines rather obviously to add Scores to the design.
Consequences
Gameplay Engines can be seen as a form of Abstract Player Constructs, or as goal requirement for which effects there should have. Building them are a form of Investments and Supporting Goals for winning a game, typically those that have Winner determined after Gameplay Ends or rely on successful Expansion phases. Even more so, having efficient Gameplay Engines can be the defining characteristic of Exploitation phases making the pattern potential very important in two different gameplay phases.
Since typically games that provide Gameplay Engines provide many different types of them, choosing one to try and build is a Player Defined Goals as well as being Constructive Gameplay. Building efficient Gameplay Engines typically require both Strategic Knowledge and Strategic Planning but just maintaining or observing well-functioning Gameplay Engines can give rise to Lull Periods.
Construction/Scoring Phase Shift often occur in games which have Scores and allow the construction of Gameplay Engines.
Relations
Can Instantiate
Abstract Player Constructs, Constructive Gameplay, Investments, Exploitation, Lull Periods, Player Defined Goals, Strategic Knowledge, Strategic Planning, Supporting Goals
with Scores
Construction/Scoring Phase Shift
Can Modulate
Expansion, Winner determined after Gameplay Ends
Can Be Instantiated By
Combos, Construction, Cycle Deck Engines, Emergent Gameplay, Pre-Customized Decks, Positive Feedback Loops
Can Be Modulated By
Construction/Scoring Phase Shift, Deck Building
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-