Difference between revisions of "Abstract Player Construct Development"
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=== Examples === | === Examples === | ||
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The development of different types of technologies in both the [[Civilization (video game) series|Civilization series]] and the [[Europa Universalis series]] are examples of [[Abstract Player Construct Development]] that can provide access to new units, new buildings, improved abilities, and, for the [[Civilization (video game) series|Civilization series]], new diplomatic actions. | The development of different types of technologies in both the [[Civilization (video game) series|Civilization series]] and the [[Europa Universalis series]] are examples of [[Abstract Player Construct Development]] that can provide access to new units, new buildings, improved abilities, and, for the [[Civilization (video game) series|Civilization series]], new diplomatic actions. | ||
== Using the pattern == | == Using the pattern == | ||
− | Just as [[Characters]] are a special case of [[Abstract Player Constructs]], so is [[Character Development]] a special case of [[Abstract Player Construct Development]]. | + | Making [[Abstract Player Construct Development]] present is games naturally requires [[Abstract Player Constructs]], and besides these ways of improving, from the players' perspective, the values, attributes, and abilities in these. Just as [[Characters]] are a special case of [[Abstract Player Constructs]], so is [[Character Development]] a special case of [[Abstract Player Construct Development]]. |
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The actual development is typically either [[New Abilities]] or [[Improved Abilities]] for both [[Abstract Player Constructs]] and [[Characters]], but for [[Abstract Player Construct Development]] achieved through changes in [[Technologies]], promotions, or increases in number of [[Units]] or [[Territories]] - the [[Civilization (video game) series|Civilization series]] have all of these and the [[Europa Universalis series]] have all but promotions. | The actual development is typically either [[New Abilities]] or [[Improved Abilities]] for both [[Abstract Player Constructs]] and [[Characters]], but for [[Abstract Player Construct Development]] achieved through changes in [[Technologies]], promotions, or increases in number of [[Units]] or [[Territories]] - the [[Civilization (video game) series|Civilization series]] have all of these and the [[Europa Universalis series]] have all but promotions. |
Revision as of 17:23, 21 April 2011
The development of abstract attributes and characteristics associated with a player of a game.
Games often associate some parts of their structures with the players. When these structures are abstract in the sense of not being direct part of game worlds and they can be improved, this allows for Abstract Player Construct Development in the games.
Contents
Examples
The development of different types of technologies in both the Civilization series and the Europa Universalis series are examples of Abstract Player Construct Development that can provide access to new units, new buildings, improved abilities, and, for the Civilization series, new diplomatic actions.
Using the pattern
Making Abstract Player Construct Development present is games naturally requires Abstract Player Constructs, and besides these ways of improving, from the players' perspective, the values, attributes, and abilities in these. Just as Characters are a special case of Abstract Player Constructs, so is Character Development a special case of Abstract Player Construct Development.
The actual development is typically either New Abilities or Improved Abilities for both Abstract Player Constructs and Characters, but for Abstract Player Construct Development achieved through changes in Technologies, promotions, or increases in number of Units or Territories - the Civilization series have all of these and the Europa Universalis series have all but promotions.
Exaggerated Perception of Influence
Player-Planned Development Grinding
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Character Development, Improved Abilities, New Abilities, Powers, Technologies, Territories, Units
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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