Difference between revisions of "Varied Gameplay"
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− | + | One of the most general ways of ensuring [[Varied Gameplay]] within a game instance is to vary the rules that apply in that instance. This can either simply be by having [[Varying Rule Sets]] but an alternative is to have [[Evolving Rule Sets]]. In general, [[Randomness]] is a way to promote [[Varied Gameplay]]. This can be done both within and between game instances, for example through applying [[Randomness]] on [[Enemies]], [[Ephemeral Goals]], [[Game Worlds]], [[Levels]], or [[Quests]]. For [[Game Worlds]] specifically, [[Procedurally Generated Game Worlds]], [[Player Constructed Worlds]], or [[Reconfigurable Game Worlds]] can be used to make these vary between game instances. Another general approach to support [[Varied Gameplay]] is to allow players choices since each choice can provide more variation. While this means [[Freedom of Choice]] in general can be used, [[Selectable Sets of Goals]] provides a clear enumeration of what choices exist while [[Incompatible Goals]] or [[Internal Conflicts]] force players to choice between goals. When several players play together, their choices and interaction can provide even more variation due to social and psychological effects. This means that patterns dealing with creating shifting relations between game agents, e.g. [[Dynamic Alliances]] and [[Internal Rivalry]], make for [[Varied Gameplay]]. To a lesser degree, this can also be achieved by giving players [[Functional Roles|Functional]] or [[Social Roles]], and somewhat paradoxically [[AI Players]] can be used for this also since they can guarantee different behaviors to the other players of a game. Besides these general approaches there are two main categories of [[Varied Gameplay]]: that which is varied between game instances and that which is varied within game instances. A game can of course aspire to provide both. | |
− | One of the most general ways of ensuring [[Varied Gameplay]] within a game instance is to vary the rules that apply in that instance. This can either simply be by having [[Varying Rule Sets]] but an alternative is to have [[Evolving Rule Sets]]. In general, [[Randomness]] is a way to promote [[Varied Gameplay]]. This can be done both within and between game instances, for example through applying [[Randomness]] on [[Enemies]], [[Ephemeral Goals]], [[Game Worlds]], [[Levels]], or [[Quests]]. For [[Game Worlds]] specifically, [[Procedurally Generated Game Worlds]], [[Player Constructed Worlds]], or [[Reconfigurable Game Worlds]] can be used to make these vary between game instances. Another general approach to support [[Varied Gameplay]] is to allow players choices since each choice can provide more variation. While this means [[Freedom of Choice]] in general can be used, [[Selectable Sets of Goals]] provides a clear enumeration of what choices exist | + | |
[[Asymmetric Abilities]], [[Asymmetric Goals]], [[Asymmetric Resource Distribution]], [[Asymmetric Starting Conditions]], and [[Orthogonal Differentiation]] (between players' abilities) typically provide [[Varied Gameplay]] between game instances through giving players different [[Abilities]] or [[Resources]] each time they play (limited by the number of different [[Abilities]] and [[Resources]]). This can be packaged as [[Asymmetric Roles]] and in [[Multiplayer Games]] this can take the form of [[Functional Roles]]. [[Competence Areas]] in general can support [[Varied Gameplay]] but more likely between players than for individual players. [[Flanking Routes]] lets players have difference between game instances in that they can use different routes to achieve their goals between the instances. [[Back-to-Back Game Sessions]] can be used to any game design that has [[Varied Gameplay]] between game instances to further provide [[Varied Gameplay]] although this is most often used in games with [[Asymmetric Starting Conditions]] to create [[Player Balance]] over game instances. | [[Asymmetric Abilities]], [[Asymmetric Goals]], [[Asymmetric Resource Distribution]], [[Asymmetric Starting Conditions]], and [[Orthogonal Differentiation]] (between players' abilities) typically provide [[Varied Gameplay]] between game instances through giving players different [[Abilities]] or [[Resources]] each time they play (limited by the number of different [[Abilities]] and [[Resources]]). This can be packaged as [[Asymmetric Roles]] and in [[Multiplayer Games]] this can take the form of [[Functional Roles]]. [[Competence Areas]] in general can support [[Varied Gameplay]] but more likely between players than for individual players. [[Flanking Routes]] lets players have difference between game instances in that they can use different routes to achieve their goals between the instances. [[Back-to-Back Game Sessions]] can be used to any game design that has [[Varied Gameplay]] between game instances to further provide [[Varied Gameplay]] although this is most often used in games with [[Asymmetric Starting Conditions]] to create [[Player Balance]] over game instances. | ||
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[[Converters]], | [[Converters]], | ||
[[Ephemeral Goals]], | [[Ephemeral Goals]], | ||
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[[Minigames]], | [[Minigames]], | ||
[[Producer-Consumer]], | [[Producer-Consumer]], | ||
[[Replayability]], | [[Replayability]], | ||
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[[Tile-Laying]], | [[Tile-Laying]], | ||
[[Transfer of Control]], | [[Transfer of Control]], |
Revision as of 18:50, 25 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
Using the pattern
One of the most general ways of ensuring Varied Gameplay within a game instance is to vary the rules that apply in that instance. This can either simply be by having Varying Rule Sets but an alternative is to have Evolving Rule Sets. In general, Randomness is a way to promote Varied Gameplay. This can be done both within and between game instances, for example through applying Randomness on Enemies, Ephemeral Goals, Game Worlds, Levels, or Quests. For Game Worlds specifically, Procedurally Generated Game Worlds, Player Constructed Worlds, or Reconfigurable Game Worlds can be used to make these vary between game instances. Another general approach to support Varied Gameplay is to allow players choices since each choice can provide more variation. While this means Freedom of Choice in general can be used, Selectable Sets of Goals provides a clear enumeration of what choices exist while Incompatible Goals or Internal Conflicts force players to choice between goals. When several players play together, their choices and interaction can provide even more variation due to social and psychological effects. This means that patterns dealing with creating shifting relations between game agents, e.g. Dynamic Alliances and Internal Rivalry, make for Varied Gameplay. To a lesser degree, this can also be achieved by giving players Functional or Social Roles, and somewhat paradoxically AI Players can be used for this also since they can guarantee different behaviors to the other players of a game. Besides these general approaches there are two main categories of Varied Gameplay: that which is varied between game instances and that which is varied within game instances. A game can of course aspire to provide both.
Asymmetric Abilities, Asymmetric Goals, Asymmetric Resource Distribution, Asymmetric Starting Conditions, and Orthogonal Differentiation (between players' abilities) typically provide Varied Gameplay between game instances through giving players different Abilities or Resources each time they play (limited by the number of different Abilities and Resources). This can be packaged as Asymmetric Roles and in Multiplayer Games this can take the form of Functional Roles. Competence Areas in general can support Varied Gameplay but more likely between players than for individual players. Flanking Routes lets players have difference between game instances in that they can use different routes to achieve their goals between the instances. Back-to-Back Game Sessions can be used to any game design that has Varied Gameplay between game instances to further provide Varied Gameplay although this is most often used in games with Asymmetric Starting Conditions to create Player Balance over game instances.
During game instances Varied Gameplay can be forced on players through Ability Losses and Cooldown effects since these can make players have to handle challenges in different ways during a game instance. More positively from the players' perspective, Varied Gameplay can be achieved by presenting them with New Abilities (possibly through access to new Weapons), Privileged Movement, Sidegrades, Temporary Abilities, and new or improved Skills. Letting players meet or control different Units or Vehicles is another way to give Varied Gameplay to them; or in more general terms, having Orthogonal Differentiation among the various game elements encountered in a game. For games with Abstract Player Construct Development, giving New Abilities or Privileged Abilities to these provide players with Varied Gameplay in that they get more and more options of what to do as gameplay progresses.
Complex Gameplay on a more abstract level promotes Varied Gameplay since players may both need to handle more different types of challenges (and have more different actions available) and need to vary their style of playing overtime. Polyathlons can be seen as a special case of this through dividing a game into several different parts which each require different skills. Having different phases is another way of having Varied Gameplay in a game, for example through the use of patterns such as Construction/Scoring Phase Shift or games with Planning Phases or Execution Phases, or both.
Levels can be used to provide Varied Gameplay both through having individual Levels differ from each other (through structure, variety in content, and varying rules) and by differing internally (for example through Environmental Effects). Variations in Enemies are a very common solution for Level variation, e.g. by giving Achilles' Heels to some Enemies or by giving Privileged Abilities to Boss Monsters. Backtracking Levels is a production efficient way of proving Varied Gameplay over a Level as long as it isn't symmetric.
Some patterns work against Varied Gameplay. Ones that make players do less or make them do the same most of the time belong to this group. Examples include Camping, No-Ops and Entrenching Gameplay. Symmetry in general remove variety, so Symmetric Goals, Symmetric Information, and Symmetric Resource Distribution all work against Varied Gameplay. Quick Games works against the patterns simply because it may be difficult to have variety in a short game. While Sensory-Motoric Engrossment doesn't work against Varied Gameplay, Varied Gameplay works against players being able to have that particular type of engrossment.
Can Be Instantiated By
Alien Space Bats, Converters, Ephemeral Goals, Minigames, Producer-Consumer, Replayability, Tile-Laying, Transfer of Control, Vision Modes, Vulnerabilities
Character Development together with Improved Abilities or New Abilities
Geometric Progression together with Negative Feedback Loops
Open Destiny together with Limited Set of Actions
Persistent Game Worlds together with Construction or Creative Control
Strategic Planning together with Replayability
Can Be Modulated By
Diminishing Returns, Internal Rivalry, Supporting Goals, Testing Achievements
Diegetic Aspects
Narration Aspects
Consequences
Varied Gameplay can make games have Challenging Gameplay since players need to be able to handle shifting contexts (besides how challenging the actual activities are). This naturally affect how easy it is to haveGameplay Mastery of such a game.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Ability Losses, AI Players, Alien Space Bats, Asymmetric Abilities, Asymmetric Goals, Asymmetric Resource Distribution, Asymmetric Roles, Asymmetric Starting Conditions, Backtracking Levels, Back-to-Back Game Sessions, Competence Areas, Complex Gameplay, Construction/Scoring Phase Shift, 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, Entrenching Gameplay, No-Ops, Quick Games, Sensory-Motoric Engrossment, Symmetric Goals, Symmetric Information, Symmetric Resource Distribution, Symmetry
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
-