Difference between revisions of "Complex Gameplay"
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== Relations == | == Relations == | ||
+ | in wiki already | ||
+ | |||
+ | --- | ||
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[[Time Pressure]] | [[Time Pressure]] | ||
[[Betrayal]] | [[Betrayal]] | ||
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[[Resources]] | [[Resources]] | ||
[[Solution Uncertainty]] | [[Solution Uncertainty]] | ||
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+ | old | ||
+ | ---- | ||
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+ | [[Cognitive Engrossment]], [[Constructive Play]], [[Smooth Learning Curves]], [[Experimenting]], [[Creative Control]], [[Game Mastery]], [[Analysis Paralysis]], [[Limited Planning Ability]], [[Right Level of Difficulty]] | ||
+ | |||
+ | [[Limited Foresight]], [[Rhythm-Based Actions]], [[Downtime]], [[Illusion of Influence]] | ||
+ | |||
+ | [[Narrative Structures]] | ||
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+ | [[Attention Swapping]], [[Producer-Consumer]], [[Red Herrings]], [[Resource Management]], [[Converters]], [[Perfect Information]], [[Role Reversal]], [[Indirect Control]], [[Extra-Game Information]] | ||
+ | |||
+ | old but unwritten | ||
+ | --- | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 18:17, 10 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
(Right level of complexity)
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
in wiki already
---
Time Pressure Betrayal Cooperation Challenging Gameplay Casual Gameplay Units Algorithmic Agents FUBAR Enjoyment Combos Non-Player Characters Stimulated Planning Enemies Optional Rules Internal Rivalry Varying Rule Sets Grinding Collaborative Actions Quests Predictable Consequences Movement Budgeted Action Points Abilities Decreased Abilities Ability Losses Parties Skills Orthogonal Differentiation Trumps Puzzle Solving Red Herrings Traverse Variable Accuracy Asynchronous Collaborative Actions Resources Solution Uncertainty
old
Cognitive Engrossment, Constructive Play, Smooth Learning Curves, Experimenting, Creative Control, Game Mastery, Analysis Paralysis, Limited Planning Ability, Right Level of Difficulty
Limited Foresight, Rhythm-Based Actions, Downtime, Illusion of Influence
Attention Swapping, Producer-Consumer, Red Herrings, Resource Management, Converters, Perfect Information, Role Reversal, Indirect Control, Extra-Game Information
old but unwritten ---
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An heavily updated version of the pattern Right Level of Complexity that was part of the original collection in the book Patterns in Game Design[1]. The update has made the pattern be rather close to the concept of analytic complexity described in Costikyan's book Uncertainty in Games[2].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
- ↑ Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.
Acknowledgements
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