Difference between revisions of "Complex Gameplay"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 36: Line 36:
 
[[Betrayal]]
 
[[Betrayal]]
 
[[Cooperation]]
 
[[Cooperation]]
[[Challenging Gameplay]]
 
 
[[Casual Gameplay]]
 
[[Casual Gameplay]]
 
[[Units]]
 
[[Units]]
Line 62: Line 61:
 
[[Trumps]]
 
[[Trumps]]
 
[[Puzzle Solving]]
 
[[Puzzle Solving]]
[[Red Herrings]]
 
 
[[Traverse]]
 
[[Traverse]]
 
[[Variable Accuracy]]
 
[[Variable Accuracy]]
Line 71: Line 69:
 
old  
 
old  
 
----
 
----
 
[[Experimenting]],
 
[[Analysis Paralysis]],
 
[[Right Level of Difficulty]]
 
[[Red Herrings]],
 
[[Rhythm-Based Actions]],
 
  
 
[[Constructive Play]],  
 
[[Constructive Play]],  
Line 87: Line 79:
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Challenging Gameplay]],
 
[[Cognitive Engrossment]],  
 
[[Cognitive Engrossment]],  
 
[[Creative Control]],  
 
[[Creative Control]],  
 +
[[Experimenting]],
 
[[Game Mastery]],  
 
[[Game Mastery]],  
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Analysis Paralysis]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Attention Swapping]],  
 
[[Attention Swapping]],  
[[Producer-Consumer]], [[Resource Management]], [[Converters]], [[Perfect Information]], [[Role Reversal]], [[Indirect Control]],  
+
[[Producer-Consumer]], [[Resource Management]], [[Converters]], [[Perfect Information]],  
 +
[[Red Herrings]],
 +
[[Rhythm-Based Actions]],
 +
[[Role Reversal]], [[Indirect Control]],  
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 12:19, 11 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

(Right level of complexity)

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

in wiki already

---

Betrayal Cooperation 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 Traverse Variable Accuracy Asynchronous Collaborative Actions Resources Solution Uncertainty

old


Constructive Play,

Downtime, Illusion of Influence

Narrative Structures

Extra-Game Information

Can Instantiate

Challenging Gameplay, Cognitive Engrossment, Creative Control, Experimenting, Game Mastery,

Can Modulate

Analysis Paralysis

Can Be Instantiated By

Attention Swapping, Producer-Consumer, Resource Management, Converters, Perfect Information, Red Herrings, Rhythm-Based Actions, Role Reversal, Indirect Control,

Can Be Modulated By

Limited Foresight, Limited Planning Ability, Smooth Learning Curves, Time Pressure

Possible Closure Effects

-

Potentially Conflicting With

-

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
  2. Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.

Acknowledgements

-