Difference between revisions of "Gameplay Engines"

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(Consequences)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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Supporting the presence of [[Gameplay Engines]] consist of letting players use [[Construction]] to
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Combos]],  
 
[[Combos]],  
[[Construction]],  
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,  
 
[[Emergent Gameplay]],  
 
[[Emergent Gameplay]],  
 
[[Positive Feedback Loops]]  
 
[[Positive Feedback Loops]]  
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Construction/Scoring Phase Shift]]
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There presence of [[Construction/Scoring Phase Shift]] in games which allow [[Gameplay Engines]] can make the engines useless at a certain point where in becomes more important to focus on generating victory points. The easiest way to make [[Construction/Scoring Phase Shift]] possible in games with [[Gameplay Engines]] rather obviously to add [[Scores]] to the design.
 
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==

Revision as of 10:38, 28 January 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Supporting the presence of Gameplay Engines consist of letting players use Construction to

Can Be Instantiated By

Combos, , Emergent Gameplay, Positive Feedback Loops

Can Be Modulated By

There presence of Construction/Scoring Phase Shift in games which allow Gameplay Engines can make the engines useless at a certain point where in becomes more important to focus on generating victory points. The easiest way to make Construction/Scoring Phase Shift possible in games with Gameplay Engines rather obviously to add Scores to the design.

Consequences

Gameplay Engines can be seen as a form of Abstract Player Constructs, or as goal requirement for which effects there should have. Building them are a form of Investments and Supporting Goals for winning a game, typically those that have Winner determined after Gameplay Ends. Since typically games that provide Gameplay Engines provide many different types of them, choosing one to try and build is a Player Defined Goals as well as being Constructive Gameplay. Building efficient Gameplay Engines typically require both Strategic Knowledge and Strategic Planning.

Construction/Scoring Phase Shift often occur in games which have Scores and allow the construction of Gameplay Engines.

Relations

Can Instantiate

Abstract Player Constructs, Constructive Gameplay, Investments, Player Defined Goals, Strategic Knowledge, Strategic Planning, Supporting Goals

with Scores

Construction/Scoring Phase Shift

Can Modulate

Winner determined after Gameplay Ends

Can Be Instantiated By

Combos, Construction, Emergent Gameplay, Positive Feedback Loops

Can Be Modulated By

Construction/Scoring Phase Shift

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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