Difference between revisions of "Investments"
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Example: Developing the character's skills and attributes in roleplaying games is a direct form of Investments. Raising the skills and attributes is costly and there are no direct rewards or benefits from the game system point of view for doing so. These skills and attributes, however, are often useful in the long run. | Example: Developing the character's skills and attributes in roleplaying games is a direct form of Investments. Raising the skills and attributes is costly and there are no direct rewards or benefits from the game system point of view for doing so. These skills and attributes, however, are often useful in the long run. | ||
+ | |||
+ | [[Las Vegas]] | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
− | + | experience points in d&d | |
== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Bag Building]], | ||
+ | [[Betting]], | ||
+ | [[Card Building]], | ||
+ | [[Character Development]], | ||
+ | [[Companions]], | ||
+ | [[Construction]], | ||
+ | [[Consumers]], | ||
+ | [[Crafting]], | ||
+ | [[Creative Control]], | ||
+ | [[Deck Building]], | ||
+ | [[Delayed Reciprocity]], | ||
+ | [[Extra-Game Actions]], | ||
+ | [[Game Element Insertion]], | ||
+ | [[Gameplay Engines]], | ||
+ | [[Heterogeneous Game Element Ownership]], | ||
+ | [[Scores]], | ||
+ | [[Self-Facilitated Games]], | ||
+ | [[Steadily Decreasing Resources]], | ||
+ | [[Team Development]] | ||
+ | |||
+ | [[Abstract Player Constructs]] together with [[Abstract Player Construct Development]] and [[Freedom of Choice]] | ||
+ | |||
+ | [[Persistent Game Worlds]] and [[Player-Planned Development]] or [[Character Development]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Arithmetic Progression]], | ||
+ | [[Always Vulnerable]], | ||
+ | [[Budgeted Action Points]], | ||
+ | [[Diminishing Returns]], | ||
+ | [[Extra-Game Consequences]], | ||
+ | [[Geometric Progression]], | ||
+ | [[Resource Caps]], | ||
+ | [[New Abilities]], | ||
+ | [[Ownership]], | ||
+ | [[Predictable Consequences]], | ||
+ | [[Paper-Rock-Scissors]], | ||
+ | [[Producer-Consumer]], | ||
+ | [[Risk/Reward]], | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Speedending]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 36: | Line 80: | ||
== Consequences == | == Consequences == | ||
+ | === Can Modulate === | ||
+ | [[Capture]], | ||
+ | [[Hands]], | ||
+ | [[Resources]] | ||
− | == | + | === Can Instantiate === |
− | [[ | + | [[Committed Goals]], |
− | + | [[Delayed Effects]], | |
− | + | [[Drafting]], | |
− | + | [[Encouraged Return Visits]], | |
− | + | [[Extended Actions]], | |
− | + | [[Freedom of Choice]], | |
− | + | [[Gain Competence]], | |
− | [[Delayed Effects]] | + | [[Improved Abilities]], |
− | [[ | + | [[Resource Management]], |
− | [[ | + | [[Rewards]], |
− | [[ | + | [[Social Organizations]], |
− | [[ | + | [[Social Statuses]], |
− | + | [[Stimulated Planning]], | |
− | + | [[Tension]] | |
− | [[Gain Competence]] | + | |
− | [[ | + | |
− | [[ | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | [[Rewards]] | + | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
− | + | ==== with [[Capture]] ==== | |
+ | [[Puzzle Solving]], | ||
+ | [[Tactical Planning]] | ||
− | + | ==== with [[Geometric Progression]] ==== | |
+ | [[Stimulated Planning]] | ||
− | + | ==== with [[Geometric Progression]] and [[Positive Feedback Loops]] ==== | |
+ | [[Tension]] | ||
+ | ==== with [[Territories]] ==== | ||
+ | [[Gain Ownership]] | ||
+ | |||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Committed Goals]], | ||
+ | [[Delayed Effects]], | ||
+ | [[Drafting]], | ||
+ | [[Encouraged Return Visits]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
+ | [[Gain Competence]], | ||
+ | [[Improved Abilities]], | ||
[[Resource Management]], | [[Resource Management]], | ||
+ | [[Rewards]], | ||
[[Social Organizations]], | [[Social Organizations]], | ||
[[Social Statuses]], | [[Social Statuses]], | ||
Line 89: | Line 132: | ||
==== with [[Capture]] ==== | ==== with [[Capture]] ==== | ||
+ | [[Puzzle Solving]], | ||
[[Tactical Planning]] | [[Tactical Planning]] | ||
+ | |||
+ | ==== with [[Geometric Progression]] ==== | ||
+ | [[Stimulated Planning]] | ||
==== with [[Geometric Progression]] and [[Positive Feedback Loops]] ==== | ==== with [[Geometric Progression]] and [[Positive Feedback Loops]] ==== | ||
[[Tension]] | [[Tension]] | ||
− | ==== with | + | ==== with [[Territories]] ==== |
+ | [[Gain Ownership]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | + | [[Capture]], | |
+ | [[Hands]], | ||
+ | [[Resources]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Bag Building]], | ||
[[Betting]], | [[Betting]], | ||
+ | [[Card Building]], | ||
[[Character Development]], | [[Character Development]], | ||
[[Companions]], | [[Companions]], | ||
+ | [[Construction]], | ||
[[Consumers]], | [[Consumers]], | ||
+ | [[Crafting]], | ||
[[Creative Control]], | [[Creative Control]], | ||
+ | [[Deck Building]], | ||
+ | [[Delayed Reciprocity]], | ||
+ | [[Extra-Game Actions]], | ||
[[Game Element Insertion]], | [[Game Element Insertion]], | ||
+ | [[Gameplay Engines]], | ||
[[Heterogeneous Game Element Ownership]], | [[Heterogeneous Game Element Ownership]], | ||
− | [[Self-Facilitated Games]] | + | [[Scores]], |
+ | [[Self-Facilitated Games]], | ||
+ | [[Steadily Decreasing Resources]], | ||
+ | [[Team Development]] | ||
+ | |||
+ | [[Abstract Player Constructs]] together with [[Abstract Player Construct Development]] and [[Freedom of Choice]] | ||
[[Persistent Game Worlds]] and [[Player-Planned Development]] or [[Character Development]] | [[Persistent Game Worlds]] and [[Player-Planned Development]] or [[Character Development]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Arithmetic Progression]], | ||
+ | [[Always Vulnerable]], | ||
+ | [[Budgeted Action Points]], | ||
[[Diminishing Returns]], | [[Diminishing Returns]], | ||
[[Extra-Game Consequences]], | [[Extra-Game Consequences]], | ||
+ | [[Geometric Progression]], | ||
+ | [[Resource Caps]], | ||
+ | [[New Abilities]], | ||
[[Ownership]], | [[Ownership]], | ||
+ | [[Predictable Consequences]], | ||
[[Paper-Rock-Scissors]], | [[Paper-Rock-Scissors]], | ||
[[Producer-Consumer]], | [[Producer-Consumer]], | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Speedending]] | |
== History == | == History == |
Latest revision as of 08:33, 27 August 2021
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Committing Resources for a certain amount of time to something in order to reap the rewards later. Games where players have to use Resources without immediate results give players the opportunity to make Investments. This requires players to make difficult decisions based upon uncertain futures, and some games, especially strategy games, contain many different layers of Investments to create complex gameplay experiences. Games from other genres often also contain Investments, but these Investments are usually not as directly perceivable.
Contents
Examples
Example: Tetris has an incentive mechanism for taking risks in form of Investments in order to reap greater rewards as the simultaneous removal of several rows brings in more points than removing them one by one. Players, in effect, make Investments by creating situations where, for example, the four block stick would fit and remove four rows at the same time.
Example: the research ladders in the Civilization series bind valuable Resources for a long time without direct rewards. The progress in research, however, will give a significant advantage in military power later in the game. A lower layer of Investments is the building of the combat and settlement units. They take time and Resources to build and they are not necessarily useful right away.
Example: Developing the character's skills and attributes in roleplaying games is a direct form of Investments. Raising the skills and attributes is costly and there are no direct rewards or benefits from the game system point of view for doing so. These skills and attributes, however, are often useful in the long run.
Anti-Examples
experience points in d&d
Using the pattern
Can Be Instantiated By
Bag Building, Betting, Card Building, Character Development, Companions, Construction, Consumers, Crafting, Creative Control, Deck Building, Delayed Reciprocity, Extra-Game Actions, Game Element Insertion, Gameplay Engines, Heterogeneous Game Element Ownership, Scores, Self-Facilitated Games, Steadily Decreasing Resources, Team Development
Abstract Player Constructs together with Abstract Player Construct Development and Freedom of Choice
Persistent Game Worlds and Player-Planned Development or Character Development
Can Be Modulated By
Arithmetic Progression, Always Vulnerable, Budgeted Action Points, Diminishing Returns, Extra-Game Consequences, Geometric Progression, Resource Caps, New Abilities, Ownership, Predictable Consequences, Paper-Rock-Scissors, Producer-Consumer, Risk/Reward,
Potentially Conflicting With
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Modulate
Can Instantiate
Committed Goals, Delayed Effects, Drafting, Encouraged Return Visits, Extended Actions, Freedom of Choice, Gain Competence, Improved Abilities, Resource Management, Rewards, Social Organizations, Social Statuses, Stimulated Planning, Tension
with Capture
Puzzle Solving, Tactical Planning
with Geometric Progression
with Geometric Progression and Positive Feedback Loops
with Territories
Relations
Can Instantiate
Committed Goals, Delayed Effects, Drafting, Encouraged Return Visits, Extended Actions, Freedom of Choice, Gain Competence, Improved Abilities, Resource Management, Rewards, Social Organizations, Social Statuses, Stimulated Planning, Tension
with Capture
Puzzle Solving, Tactical Planning
with Geometric Progression
with Geometric Progression and Positive Feedback Loops
with Territories
Can Modulate
Can Be Instantiated By
Bag Building, Betting, Card Building, Character Development, Companions, Construction, Consumers, Crafting, Creative Control, Deck Building, Delayed Reciprocity, Extra-Game Actions, Game Element Insertion, Gameplay Engines, Heterogeneous Game Element Ownership, Scores, Self-Facilitated Games, Steadily Decreasing Resources, Team Development
Abstract Player Constructs together with Abstract Player Construct Development and Freedom of Choice
Persistent Game Worlds and Player-Planned Development or Character Development
Can Be Modulated By
Arithmetic Progression, Always Vulnerable, Budgeted Action Points, Diminishing Returns, Extra-Game Consequences, Geometric Progression, Resource Caps, New Abilities, Ownership, Predictable Consequences, Paper-Rock-Scissors, Producer-Consumer, Risk/Reward,
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Investments 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
-