Difference between revisions of "Exploitation"
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''A gameplay phase where the efficient utilization of possessed resources and abilities are in focus.'' | ''A gameplay phase where the efficient utilization of possessed resources and abilities are in focus.'' | ||
− | Many games allow players to get access to resources and abilities. Players are in [[Exploitation]] phases when their focus is upon improving the resources and | + | Many games allow players to get access to resources and abilities. Players are in [[Exploitation]] phases when their focus is upon improving the resources and abilities already possessed, and using these recursively on themselves for this purpose. |
=== Examples === | === Examples === | ||
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As a phase in gameplay arcs, [[Exploitation]] typically occurs after [[Expansion]]. ''4X'' games<ref name="4X"/> are constructed by using these and having them preluded by [[Game World Exploration]] and concluded by [[Extermination]]. | As a phase in gameplay arcs, [[Exploitation]] typically occurs after [[Expansion]]. ''4X'' games<ref name="4X"/> are constructed by using these and having them preluded by [[Game World Exploration]] and concluded by [[Extermination]]. | ||
− | For [[Exploitation]] to work there must be something to exploit. It is not | + | For [[Exploitation]] to work there must be something to exploit. It is not as dependent on [[Game Worlds]] as the phases of [[Game World Exploration]] and [[Expansion]], but rather on the [[Resource Locations]] located in these. The [[Construction]] of [[Bases]] or [[Installations]] are typically required to make use of these or can in themselves provide [[Resources]] that can be exploited. Making best possible use of all these aspects typically require the construction of efficient [[Gameplay Engines]]. |
− | When and how [[Exploitation]] occurs depends on what [[Abilities]] players have. [[Technologies]] and [[Units]] typically possesses these and by introducing them as [[New Abilities]] game designers can control when [[Exploitation]] can begin. How long [[ | + | When and how [[Exploitation]] occurs depends on what [[Abilities]] players have. [[Technologies]] and [[Units]] typically possesses these and by introducing them as [[New Abilities]] game designers can control when [[Exploitation]] can begin. How long [[Exploitation]] phases should continue depend mainly on when other phases (typically [[Extermination]]) begins but [[Pottering]] can be made available to those players that wish to prolong the phase. |
== Consequences == | == Consequences == |
Revision as of 18:58, 26 July 2015
A gameplay phase where the efficient utilization of possessed resources and abilities are in focus.
Many games allow players to get access to resources and abilities. Players are in Exploitation phases when their focus is upon improving the resources and abilities already possessed, and using these recursively on themselves for this purpose.
Contents
Examples
Master of Orion, Minecraft, Slaves to Armok II: Dwarf Fortress, and Civilization series are all examples of games that have Exploitation phases.
Using the pattern
As a phase in gameplay arcs, Exploitation typically occurs after Expansion. 4X games[1] are constructed by using these and having them preluded by Game World Exploration and concluded by Extermination.
For Exploitation to work there must be something to exploit. It is not as dependent on Game Worlds as the phases of Game World Exploration and Expansion, but rather on the Resource Locations located in these. The Construction of Bases or Installations are typically required to make use of these or can in themselves provide Resources that can be exploited. Making best possible use of all these aspects typically require the construction of efficient Gameplay Engines.
When and how Exploitation occurs depends on what Abilities players have. Technologies and Units typically possesses these and by introducing them as New Abilities game designers can control when Exploitation can begin. How long Exploitation phases should continue depend mainly on when other phases (typically Extermination) begins but Pottering can be made available to those players that wish to prolong the phase.
Consequences
Exploitation is typically a Middlegame phase. Since it deal with improving and maximizing the utility of player assets, it both can lead to Abstract Player Construct Development and Micromanagement of those assets.
Relations
Can Instantiate
Abstract Player Construct Development, Micromanagement, Middlegame
Can Modulate
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Can Be Instantiated By
Bases, Construction, Gameplay Engines, Installations, Resource Locations
Can Be Modulated By
New Abilities, Pottering, Technologies, Units
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
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