Difference between revisions of "Asymmetric Gameplay"
(4 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
− | |||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
− | |||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
− | |||
[[Category:To be Published]] | [[Category:To be Published]] | ||
− | + | ''Gameplay which for one player does not have symmetry with the gameplay of another player or that of previous game instances.'' | |
− | ' | + | |
− | This | + | Games offers actions and goals to players. When these actions and goals differ between different players the games provide the players with [[Asymmetric Gameplay]]. This can also occur when a player can have very different types of actions and goals between game instances of the same game. |
=== Examples === | === Examples === | ||
Many [[:Category:Roleplaying Games|Roleplaying Games]], e.g. [[Dungeons & Dragons]] and [[World of Warcraft]], provide [[Asymmetric Gameplay]] through letting players create characters to control that each have different abilities and roles depending on choices such as profession and race. | Many [[:Category:Roleplaying Games|Roleplaying Games]], e.g. [[Dungeons & Dragons]] and [[World of Warcraft]], provide [[Asymmetric Gameplay]] through letting players create characters to control that each have different abilities and roles depending on choices such as profession and race. | ||
− | The board game [[Vast: The Crystal Caverns]] provides each player with very different goals and actions, one being that of a dragon, another being that of knight, and a third being that of the cave in which the others move about. | + | The board game [[Vast: The Crystal Caverns]] provides each player with very different goals and actions, one being that of a dragon, another being that of knight, and a third being that of the cave in which the others move about. Other board games providing players with very asymmetrical gameplay include [[Ogre]] and [[Space Hulk]]. Both let one player control significantly more units than the other and [[Space Hulk]] puts time limits on one player but not on the other. A weaker example can be found in [[Memoir '44]] where the asymmetry consists of differences in types and numbers of "command cards" (and to a lesser degree units). |
== Using the pattern == | == Using the pattern == | ||
− | [[Asymmetric Gameplay]] is typically used in a game design to provide [[Varied Gameplay]]. It is typically designed as part of a game through a more specific pattern, e.g. [[Asymmetric Abilities]], [[Asymmetric Goals]], [[Asymmetric Information]], [[Asymmetric Resource Distribution]], [[Asymmetric Roles]], or [[Asymmetric Starting Conditions]] | + | [[Asymmetric Gameplay]] is typically used in a game design to provide [[Varied Gameplay]]. It is typically designed as part of a game through a more specific pattern, e.g. [[Asymmetric Abilities]], [[Asymmetric Goals]], [[Asymmetric Information]], [[Asymmetric Resource Distribution]], [[Asymmetric Roles]], or [[Asymmetric Starting Conditions]]. |
Naturally, [[Asymmetric Gameplay]] is in conflict with having [[Symmetry]] on the same level in a game. | Naturally, [[Asymmetric Gameplay]] is in conflict with having [[Symmetry]] on the same level in a game. | ||
== Consequences == | == Consequences == | ||
− | As stated above, [[Asymmetric Gameplay]] creates [[Varied Gameplay]]. It typically through this also provides [[Replayability]] as long as not all types of gameplay are guaranteed to be exhausted within a game instance. | + | As stated above, [[Asymmetric Gameplay]] creates [[Varied Gameplay]]. It typically through this also provides [[Replayability]] as long as not all types of gameplay are guaranteed to be exhausted within a game instance. It can also create [[Reflective Communication]] in games with [[Cooperation]] or [[Negotiation]]. |
== Relations == | == Relations == | ||
Line 29: | Line 25: | ||
[[Replayability]], | [[Replayability]], | ||
[[Varied Gameplay]] | [[Varied Gameplay]] | ||
+ | |||
+ | ==== with [[Cooperation]] or [[Negotiation]] ==== | ||
+ | [[Reflective Communication]] | ||
=== Can Modulate === | === Can Modulate === |
Latest revision as of 08:04, 14 August 2019
Gameplay which for one player does not have symmetry with the gameplay of another player or that of previous game instances.
Games offers actions and goals to players. When these actions and goals differ between different players the games provide the players with Asymmetric Gameplay. This can also occur when a player can have very different types of actions and goals between game instances of the same game.
Contents
Examples
Many Roleplaying Games, e.g. Dungeons & Dragons and World of Warcraft, provide Asymmetric Gameplay through letting players create characters to control that each have different abilities and roles depending on choices such as profession and race.
The board game Vast: The Crystal Caverns provides each player with very different goals and actions, one being that of a dragon, another being that of knight, and a third being that of the cave in which the others move about. Other board games providing players with very asymmetrical gameplay include Ogre and Space Hulk. Both let one player control significantly more units than the other and Space Hulk puts time limits on one player but not on the other. A weaker example can be found in Memoir '44 where the asymmetry consists of differences in types and numbers of "command cards" (and to a lesser degree units).
Using the pattern
Asymmetric Gameplay is typically used in a game design to provide Varied Gameplay. It is typically designed as part of a game through a more specific pattern, e.g. Asymmetric Abilities, Asymmetric Goals, Asymmetric Information, Asymmetric Resource Distribution, Asymmetric Roles, or Asymmetric Starting Conditions.
Naturally, Asymmetric Gameplay is in conflict with having Symmetry on the same level in a game.
Consequences
As stated above, Asymmetric Gameplay creates Varied Gameplay. It typically through this also provides Replayability as long as not all types of gameplay are guaranteed to be exhausted within a game instance. It can also create Reflective Communication in games with Cooperation or Negotiation.
Relations
Can Instantiate
Replayability, Varied Gameplay
with Cooperation or Negotiation
Can Modulate
-
Can Be Instantiated By
Asymmetric Abilities, Asymmetric Goals, Asymmetric Information, Asymmetric Resource Distribution, Asymmetric Roles, Asymmetric Starting Conditions
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-