Difference between revisions of "Abstract Player Constructs"
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Grand strategy games such as the [[Civilization (video game) series|Civilization series]] and the [[Europa Universalis series]] let players take control over civilizations or countries. | Grand strategy games such as the [[Civilization (video game) series|Civilization series]] and the [[Europa Universalis series]] let players take control over civilizations or countries. | ||
− | The empires built in [[Race for the Galaxy]], the colonies constructed in [[Puerto Rico]], and the farms developed in [[Agricola]] are all [[Abstract Player Constructs]] since they are not part of one game world (even if the represent parts of it). | + | The empires built in [[Race for the Galaxy]], the colonies constructed in [[Puerto Rico]], and the farms developed in [[Agricola]] are all [[Abstract Player Constructs]] since they are not part of one game world (even if the represent parts of it). Similarly, the abilities developed for species in [[Ursuppe]], [[Spore]], and [[American Megafauna]] are [[Abstract Player Constructs]], as is the technologies developed in [[Origins: How We Became Human]]. |
The people played in [[:Category:Roleplaying Games|Roleplaying Games]], e.g. [[Dungeons & Dragons]] or [[GURPS]], are [[Abstract Player Constructs]] but are usually simply called [[Characters]]. The third edition of [[Warhammer Fantasy Roleplay]] does add another type of [[Abstract Player Constructs]] - ''party sheets'' representing the type of group the players are and which provides specific abilities to them. | The people played in [[:Category:Roleplaying Games|Roleplaying Games]], e.g. [[Dungeons & Dragons]] or [[GURPS]], are [[Abstract Player Constructs]] but are usually simply called [[Characters]]. The third edition of [[Warhammer Fantasy Roleplay]] does add another type of [[Abstract Player Constructs]] - ''party sheets'' representing the type of group the players are and which provides specific abilities to them. | ||
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While what types of information is a prime concern for the design of [[Abstract Player Constructs]], a likewise important aspect is how they connect to how players can affect [[Game Worlds]]. | While what types of information is a prime concern for the design of [[Abstract Player Constructs]], a likewise important aspect is how they connect to how players can affect [[Game Worlds]]. | ||
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+ | [[Erosion]] | ||
[[Installations]] | [[Installations]] | ||
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[[Player Time Investments]] | [[Player Time Investments]] | ||
− | + | While [[Abstract Player Constructs]] in general may not allow the same personalization as [[Characters]], they can often become more powerful during gameplay through [[Abstract Player Construct Development]]. | |
− | [[Abstract Player Construct Development]] | + | |
Revision as of 07:58, 21 April 2011
The abstract attributes and characteristics associated with a player of a game.
This pattern is a still a stub.
Contents
Examples
Grand strategy games such as the Civilization series and the Europa Universalis series let players take control over civilizations or countries.
The empires built in Race for the Galaxy, the colonies constructed in Puerto Rico, and the farms developed in Agricola are all Abstract Player Constructs since they are not part of one game world (even if the represent parts of it). Similarly, the abilities developed for species in Ursuppe, Spore, and American Megafauna are Abstract Player Constructs, as is the technologies developed in Origins: How We Became Human.
The people played in Roleplaying Games, e.g. Dungeons & Dragons or GURPS, are Abstract Player Constructs but are usually simply called Characters. The third edition of Warhammer Fantasy Roleplay does add another type of Abstract Player Constructs - party sheets representing the type of group the players are and which provides specific abilities to them.
Using the pattern
While what types of information is a prime concern for the design of Abstract Player Constructs, a likewise important aspect is how they connect to how players can affect Game Worlds.
Characters are a special case of Abstract Player Constructs that often tie them to Avatars.
While Abstract Player Constructs in general may not allow the same personalization as Characters, they can often become more powerful during gameplay through Abstract Player Construct Development.
Diegetic Aspects
Interface Aspects
The information contained in Abstract Player Constructs can be used to create Gameplay Statistics. One example of how this can be done exists in the ledgers Europa Universalis and Victoria series; these show both current and historical overviews of a country's statistics as well as comparisons to other countries of some types of statistics.
Narrative Aspects
Consequences
When players can have some control and foresight into the Abstract Player Construct Development, this leads to Player-Planned Development.
Relations
Can Instantiate
with Abstract Player Construct Development
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Abstract Player Construct Development, Gameplay Statistics
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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