Difference between revisions of "Player Augmentations"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Auto-Aim]], | ||
+ | [[Automated Responses]], | ||
+ | [[Game Masters]], | ||
+ | [[Mules]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | As [[Player Augmentations]] affect the [[Agents]] that players represent in the game, the pattern can be used to modulate [[Agents]] and they cause [[Enforced Agent Behavior]]. This often extends to also causing [[Player/Character Skill Composites]] or [[Player/System Action Composites]]. They do not create [[Improved Abilities]] events since these are gameplay events and [[Player Augmentations]] provide help outside the structure of gameplay events in a game instance. Since they actually make players' skills and efforts less meaningful, they work against [[Game Mastery]] and [[Value of Effort]]. | ||
− | [[Player Augmentations]] | + | While [[Player Augmentations]] is not a [[:Category:Subjective Patterns|Subjective Pattern]], many consequences of it flip-flop between supporting a pattern and working against it depending on if players perceive the augmentation as increasing their ability to influence gameplay or not. [[Player Agency]] is the prime examples of this but also [[Exaggerated Perception of Influence]] and [[Player Balance]] (the latter is also dependent on which players are given augmentation and to what degree). |
== Relations == | == Relations == |
Revision as of 10:11, 3 July 2015
Support mechanism that boost players abilities to perform gameplay activities.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Auto-Aim, Automated Responses, Game Masters, Mules
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
As Player Augmentations affect the Agents that players represent in the game, the pattern can be used to modulate Agents and they cause Enforced Agent Behavior. This often extends to also causing Player/Character Skill Composites or Player/System Action Composites. They do not create Improved Abilities events since these are gameplay events and Player Augmentations provide help outside the structure of gameplay events in a game instance. Since they actually make players' skills and efforts less meaningful, they work against Game Mastery and Value of Effort.
While Player Augmentations is not a Subjective Pattern, many consequences of it flip-flop between supporting a pattern and working against it depending on if players perceive the augmentation as increasing their ability to influence gameplay or not. Player Agency is the prime examples of this but also Exaggerated Perception of Influence and Player Balance (the latter is also dependent on which players are given augmentation and to what degree).
Relations
Can Instantiate
Enforced Agent Behavior, Exaggerated Perception of Influence, Player Agency, Player Balance, Player/Character Skill Composites, Player/System Action Composites
Can Modulate
Can Be Instantiated By
Auto-Aim, Automated Responses, Game Masters, Mules
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Exaggerated Perception of Influence, Game Mastery, Player Agency, Player Balance, Value of Effort
History
New pattern created in this wiki.
References
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Acknowledgements
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