Difference between revisions of "Evolving Rule Sets"
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== Consequences == | == Consequences == | ||
+ | [[Evolving Rule Sets]] automatically provide [[Varying Rule Sets]] since the rules changes over time - but the opposite does not hold since rules can switch back and forth without evolving. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Varying Rule Sets]] | ||
==== with ... ==== | ==== with ... ==== |
Revision as of 19:39, 15 January 2011
Games where the new rules are added to the game as gameplay progresses.
This pattern is a still a stub.
Contents
Examples
When games become organized with international committees overseeing what the official rules are (part of the definition of the formal sports but not the one used in this wiki), they stop having Evolving Rule Sets, or at least change much slower since these changes need to be negotiated.
Using the pattern
That the rules of a game instance changes as gameplay takes place; Enablers: Events Timed to the Real World; Consequences: Ephemeral Events, Encouraged Return Visits, Exploration, Red Queen Dilemma
Evolving Rule Sets differ from Varying Rule Sets in that latter does not need rules to be made during gameplay, the can all exist before game instances begin but not be active.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Evolving Rule Sets automatically provide Varying Rule Sets since the rules changes over time - but the opposite does not hold since rules can switch back and forth without evolving.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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