Difference between revisions of "Further Player Improvement Potential"

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(Using the pattern)
(Potentially Conflicting With)
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
[[Challenging Gameplay]],
 
 
[[Luck]],  
 
[[Luck]],  
 
[[No Direct Player Influence]],  
 
[[No Direct Player Influence]],  

Revision as of 09:21, 4 August 2015

That players have the possibility to increase their skills in handling the gameplay.

This pattern is still a stub.

Examples

Using the pattern

Further Player Improvement Potential provides means of players being able to perform some gameplay actions, note how well these work against some goals, and finally noticing that the possibility for better performances exist. While this does require Uncertainty of Outcome, not all types of Uncertainty of Outcome work. Performance Uncertainty is the primary way of achieving this and pitching players against each other in PvP gameplay where the outcome depends on their performance is a classical solution found for example in Chess and Go to allow nearly all players Further Player Improvement Potential. Difficulty Levels and Ever Increasing Difficulty can also support Further Player Improvement Potential but here the potentially typically is bounded earlier, either due to a limited number of Difficulty Levels or that it is a narrow set of skills that are challenges by the Ever Increasing Difficulty. Exaggerated Perception of Influence can be used to encourage players to believe they can perform better, and this can motivate them to try harder and actually discover Further Player Improvement Potential they otherwise may have missed.


Potentially Conflicting With

Luck, No Direct Player Influence, Puzzle Solving, Randomness, Solution Uncertainty, Trial by Error Solutions

Consequences

The presence of Further Player Improvement Potential in games show that players have a possibility to achieve better Gameplay Mastery than they currently have, and that there exists a potential Value of Effort for trying to become better. In games with Teams, it shows that positive Team Development is possible.

If the Further Player Improvement Potential exists between game instances, it supports Replayability either through getting better at performing the necessary gameplay actions or by developing Strategic Knowledge.

Relations

Can Instantiate

Gameplay Mastery, Replayability, Value of Effort

Team Development in games with Teams

with Strategic Knowledge

Replayability

Can Modulate

-

Can Be Instantiated By

Difficulty Levels, Ever Increasing Difficulty, Performance Uncertainty

PvP together with Performance Uncertainty

Can Be Modulated By

Exaggerated Perception of Influence

Possible Closure Effects

-

Potentially Conflicting With

Challenging Gameplay, Luck, No Direct Player Influence, Puzzle Solving, Randomness, Solution Uncertainty, Trial by Error Solutions

History

New pattern created in this wiki.

References