Difference between revisions of "Varying Rule Sets"
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''Games where the rules governing gameplay change over time from within a closed set of rules.'' | ''Games where the rules governing gameplay change over time from within a closed set of rules.'' | ||
− | Some games have rule set that change during gameplay. These [[Varying Rule Sets]] can either be used to slowly increased the complexity | + | Some games have rule set that change during gameplay. These [[Varying Rule Sets]] can either be used to slowly increased the complexity of a game or create variety during gameplay. |
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=== Examples === | === Examples === | ||
− | [[Fluxx]] | + | The card game [[Fluxx]] have rules one its cards that changes actions and winning conditions. The cards [[:Category:Collectible Card Games|Collectible Card Games]] |
== Using the pattern == | == Using the pattern == | ||
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− | + | [[Heterogeneous Game Element Ownership]] | |
== Consequences == | == Consequences == |
Revision as of 19:31, 13 February 2011
Games where the rules governing gameplay change over time from within a closed set of rules.
Some games have rule set that change during gameplay. These Varying Rule Sets can either be used to slowly increased the complexity of a game or create variety during gameplay.
Contents
Examples
The card game Fluxx have rules one its cards that changes actions and winning conditions. The cards Collectible Card Games
Using the pattern
Optional Rules are one way to create Varying Rule Sets if the Optional Rules are somehow turned on and off. Games with Evolving Rule Sets also have Varying Rule Sets since the introduction of novel rules during gameplay guarantees that the rule set will vary during gameplay.
New Abilities Expansions Higher-Level Closures as Gameplay Progresses
Heterogeneous Game Element Ownership
Consequences
Varying Rule Sets can quite naturally give rise to Varied Gameplay, but dealing with a changing rule set also makes for more Complex Gameplay. However, with games that are intended to have Complex Gameplay, Varying Rule Sets can instead have the effect of providing Smooth Learning Curves and thereby modulate the complexity.
Relations
Can Instantiate
Complex Gameplay, Smooth Learning Curves, Varied Gameplay
Can Modulate
Can Be Instantiated By
Evolving Rule Sets, Optional Rules
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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