Difference between revisions of "Reconfigurable Game Worlds"
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
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− | '' | + | ''Game Worlds whose fundamental structures can change during gameplay or between game instances.'' |
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The player can reconfigure the game world itself, including the basic relationships and attributes of the game elements and the rules governing the dynamics of these relationships. | The player can reconfigure the game world itself, including the basic relationships and attributes of the game elements and the rules governing the dynamics of these relationships. | ||
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[[Tiles]], | [[Tiles]], | ||
[[Tile-Laying]] | [[Tile-Laying]] | ||
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+ | [[Expansions]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | + | As a [[:Category:Level Design Patterns|Level Design Pattern]], [[Reconfigurable Game Worlds]] have inherent effects on the diegesis of a game. If this breaks the [[Diegetic Consistency]] however depends if the changes take during gameplay or not, and if they do so without a sensible thematic explanation. | |
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== Consequences == | == Consequences == | ||
− | [[Reconfigurable Game Worlds]] allow changes to [[Game Worlds]] during gameplay or between game instances. By doing so, they can provide [[Varied Gameplay]] and [[Replayability]] - especially so if players do the reconfiguration, e.g. through [[Tile-Laying]]. This can however come with the cost of making [[Narrative Engrossment]] more difficult since players are likely to act both within and outside any [[Diegetic Consistency]]. Games with [[Reconfigurable Game Worlds]] that also have [[Fog of War]] support [[Memorizing]] beyond that of keeping track of where [[Avatars]] and [[Units]] can be. | + | [[Reconfigurable Game Worlds]] allow changes to [[Game Worlds]] during gameplay or between game instances. By doing so, they can provide [[Varied Gameplay]] and [[Replayability]] - especially so if players do the reconfiguration, e.g. through [[Tile-Laying]]. This can however come with the cost of making [[Narrative Engrossment]] more difficult since players are likely to act both within and outside any [[Diegetic Consistency]] - it can also break the [[Diegetic Consistency]] if it takes places during gameplay. Games with [[Reconfigurable Game Worlds]] that also have [[Fog of War]] support [[Memorizing]] beyond that of keeping track of where [[Avatars]] and [[Units]] can be. |
While changing the layout of [[Game Worlds]] between game instances supports [[Game World Exploration]], it can cause problems with having [[Player Balance]] since players may have [[Asymmetric Starting Conditions]]. | While changing the layout of [[Game Worlds]] between game instances supports [[Game World Exploration]], it can cause problems with having [[Player Balance]] since players may have [[Asymmetric Starting Conditions]]. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Expansions]], | ||
[[Moveable Tiles]], | [[Moveable Tiles]], | ||
[[Shrinking Game Worlds]], | [[Shrinking Game Worlds]], | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Diegetic Consistency]], | ||
[[Narrative Engrossment]], | [[Narrative Engrossment]], | ||
[[Player Balance]] | [[Player Balance]] |
Revision as of 09:27, 3 September 2011
Game Worlds whose fundamental structures can change during gameplay or between game instances.
The player can reconfigure the game world itself, including the basic relationships and attributes of the game elements and the rules governing the dynamics of these relationships.
The reconfiguration may happen between game instances to create variation from instance to instance or within a game instance as part of the events and actions the players have to consider. Three main ways of reconfiguring the Game World are possible: changing the spatial setting, modifying basic attributes of the game elements, and modifying the rules and equations that govern the changes in game element relationships. The last one, modifying the rules of the game, usually concerns changes of the rules, which resemble the laws of nature in the Game World, such as making changes to the gravitational pull in flight simulators.
Contents
Examples
Example: The board game Space Hulk contains a number of corridors and rooms that are set up in different configurations to allow a number of different scenarios.
Example: The mods that can be added in different combinations to Unreal Tournament allow the players to select how the laws of nature function in particular game instances.
Example: Games that allow the players to select different difficulty levels for each game instance.
Using the pattern
The first requirement is that the game have a Game World that can be configured. The next main design choice is whether the world will be reconfigurable between or within game instances, or in a combination of both. In some cases, the reconfigurations might be different for different players, for example, the more inexperienced players in strategy games can be given Handicaps by having units with better attack and defense powers than the opponents. The third design choice is if the reconfiguration is done by game rules or if the Game World is a Player Constructed World.
Reconfiguration of the Game World itself is often done using Tiles to define the Game World and then letting the players perform Tile-Laying either during the setup phase of the game or during the gameplay itself. The Tile-Laying can also be accompanied with the use of player controlled Moveable Tiles. The use of a Reconfigurable Game World is usually combined with flexible game element setupto speed up the initial gameplay and to provide possibilities for skillful setups.
The changes in the laws of nature within the game may be universal or applied to only certain game elements, e. g., those under the control of the players or of a particular player. This can be used as a player-decided Balancing Effect to create Player Balance or Right Level of Difficulty. For example, changing the difficulty level in a flight simulator can change the flight characteristics of the planes drastically. Changing the relative strengths and weaknesses of different Units of the game, such as modifying attack and defense strengths in strategy games, is another common way to allow Reconfigurable Game Worlds.
Can Be Modulated By
Can Be Instantiated By
Moveable Tiles, Shrinking Game Worlds, Tiles, Tile-Laying
Diegetic Aspects
As a Level Design Pattern, Reconfigurable Game Worlds have inherent effects on the diegesis of a game. If this breaks the Diegetic Consistency however depends if the changes take during gameplay or not, and if they do so without a sensible thematic explanation.
Consequences
Reconfigurable Game Worlds allow changes to Game Worlds during gameplay or between game instances. By doing so, they can provide Varied Gameplay and Replayability - especially so if players do the reconfiguration, e.g. through Tile-Laying. This can however come with the cost of making Narrative Engrossment more difficult since players are likely to act both within and outside any Diegetic Consistency - it can also break the Diegetic Consistency if it takes places during gameplay. Games with Reconfigurable Game Worlds that also have Fog of War support Memorizing beyond that of keeping track of where Avatars and Units can be.
While changing the layout of Game Worlds between game instances supports Game World Exploration, it can cause problems with having Player Balance since players may have Asymmetric Starting Conditions.
Relations
Can Instantiate
Asymmetric Starting Conditions, Game World Exploration, Replayability, Varied Gameplay
with Fog of War
Can Modulate
Can Be Instantiated By
Expansions, Moveable Tiles, Shrinking Game Worlds, Tiles, Tile-Laying
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Diegetic Consistency, Narrative Engrossment, Player Balance
History
An updated version of the pattern Reconfigurable Game World that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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