Difference between revisions of "Varying Rule Sets"

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=== Examples ===
 
=== Examples ===
 
 
The card game [[Fluxx]] have rules one its cards that changes actions and winning conditions for all players. The cards [[:Category:Collectible Card Games|Collectible Card Games]] and games like [[Dominion]] and [[Thunderstone]] do not have [[Varying Rule Sets]] since these cards (typically) only describe their own effects, and which cards are used are determined before game instances begins.
 
The card game [[Fluxx]] have rules one its cards that changes actions and winning conditions for all players. The cards [[:Category:Collectible Card Games|Collectible Card Games]] and games like [[Dominion]] and [[Thunderstone]] do not have [[Varying Rule Sets]] since these cards (typically) only describe their own effects, and which cards are used are determined before game instances begins.
  
 
== Using the pattern ==
 
== Using the pattern ==
 
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Designing [[Varying Rule Sets]] consist not so much on creating the rules that should vary as when rules should become active or stop being used to determine gameplay. [[Randomness]] is one approach, used for example in [[Fluxx]]. Another is to limit some rules to only applying in certain parts of a [[Game Worlds|Game World]], typically be making use of different [[Environmental Effects]] and [[Switches]] on different [[Levels]]. [[New Abilities]] is yet another method, which can be explained by [[Character Development]] and be used to give [[Smooth Learning Curves]] to mitigate [[Complex Gameplay]].
Designing [[Varying Rule Sets]]
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[[Player Balance]]
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[[New Abilities]]
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[[Levels]]
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[[Switches]]
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[[Character Development]]
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[[Optional Rules]] are one way to create [[Varying Rule Sets]] if the [[Optional Rules]] are somehow turned on and off since they can be known at the beginning of a game. 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.
 
[[Optional Rules]] are one way to create [[Varying Rule Sets]] if the [[Optional Rules]] are somehow turned on and off since they can be known at the beginning of a game. 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.
 
 
 
  
 
=== Narrative Aspects ===
 
=== Narrative Aspects ===
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As mentioned in relation to narrative aspects, [[Varying Rule Sets]] can make games have [[Higher-Level Closures as Gameplay Progresses]].
 
As mentioned in relation to narrative aspects, [[Varying Rule Sets]] can make games have [[Higher-Level Closures as Gameplay Progresses]].
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When the changes in rules are based upon [[Randomness]], if can be difficult to guarantee [[Player Balance]] beyond that which [[Randomness]] itself can provide.
  
 
== Relations ==
 
== Relations ==
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Evolving Rule Sets]],
 
[[Evolving Rule Sets]],
[[Optional Rules]]
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[[New Abilities]],
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[[Optional Rules]],
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[[Randomness]]
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[[Levels]] together with [[Environmental Effects]] or [[Switches]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Player Balance]] when used together with [[Randomness]]
  
 
== History ==
 
== History ==

Revision as of 20:16, 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.

Examples

The card game Fluxx have rules one its cards that changes actions and winning conditions for all players. The cards Collectible Card Games and games like Dominion and Thunderstone do not have Varying Rule Sets since these cards (typically) only describe their own effects, and which cards are used are determined before game instances begins.

Using the pattern

Designing Varying Rule Sets consist not so much on creating the rules that should vary as when rules should become active or stop being used to determine gameplay. Randomness is one approach, used for example in Fluxx. Another is to limit some rules to only applying in certain parts of a Game World, typically be making use of different Environmental Effects and Switches on different Levels. New Abilities is yet another method, which can be explained by Character Development and be used to give Smooth Learning Curves to mitigate Complex Gameplay.

Optional Rules are one way to create Varying Rule Sets if the Optional Rules are somehow turned on and off since they can be known at the beginning of a game. 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.

Narrative Aspects

Many Narration Structures consists of bigger and bigger confrontations as the game is played, and Varying Rule Sets can be used to ensure Higher-Level Closures as Gameplay Progresses depending on Character Development or the unfolding of the game's narration.

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.

As mentioned in relation to narrative aspects, Varying Rule Sets can make games have Higher-Level Closures as Gameplay Progresses.

When the changes in rules are based upon Randomness, if can be difficult to guarantee Player Balance beyond that which Randomness itself can provide.

Relations

Can Instantiate

Character Development, Complex Gameplay, Higher-Level Closures as Gameplay Progresses, Smooth Learning Curves, Varied Gameplay

Can Modulate

Complex Gameplay, Narration Structures

Can Be Instantiated By

Evolving Rule Sets, New Abilities, Optional Rules, Randomness

Levels together with Environmental Effects or Switches

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Player Balance when used together with Randomness

History

New pattern created in this wiki.

References

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Acknowledgements

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