Difference between revisions of "Player Augmentations"
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== Using the pattern == | == Using the pattern == | ||
− | + | Creating [[Player Augmentations]] primarily consist of determining what types of actions to affect and how to affect them. What possibilities exist for creating [[Player Augmentations]] depend on what medium supports the gameplay. [[Auto-Aim]], [[Automated Responses]], and [[Mules]] in computer-based games while [[Game Masters]] can support [[Player Augmentations]] in most games through either specific rules or through improvisation | |
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== Consequences == | == Consequences == |
Revision as of 10:18, 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
Creating Player Augmentations primarily consist of determining what types of actions to affect and how to affect them. What possibilities exist for creating Player Augmentations depend on what medium supports the gameplay. Auto-Aim, Automated Responses, and Mules in computer-based games while Game Masters can support Player Augmentations in most games through either specific rules or through improvisation
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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