Difference between revisions of "Player-Planned Development"
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Potentially conflicting with: [[Narration Structures]] | Potentially conflicting with: [[Narration Structures]] | ||
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[[Player Characters]] | [[Player Characters]] | ||
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[[Continuous Goals]], | [[Continuous Goals]], | ||
[[Creative Control]], | [[Creative Control]], | ||
+ | [[Enforced Agent Behavior]], | ||
[[Exaggerated Perception of Influence]], | [[Exaggerated Perception of Influence]], | ||
[[Identification]], | [[Identification]], | ||
[[Illusion of Influence]], | [[Illusion of Influence]], | ||
+ | [[Internal Conflicts]], | ||
[[Open Destiny]], | [[Open Destiny]], | ||
[[Player Defined Goals]], | [[Player Defined Goals]], | ||
[[Stimulated Planning]] | [[Stimulated Planning]] | ||
+ | |||
+ | ==== with [[Persistent Game Worlds]] ==== | ||
+ | [[Investments]], | ||
+ | [[Value of Effort]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Character Defining Actions]], | ||
+ | [[Factions]], | ||
+ | [[Game Masters]], | ||
[[Rewards]] | [[Rewards]] | ||
[[Characters]] together with [[Character Development]] and [[Freedom of Choice]] | [[Characters]] together with [[Character Development]] and [[Freedom of Choice]] | ||
+ | |||
+ | [[Abstract Player Constructs]] together with [[Abstract Player Construct Development]] and [[Freedom of Choice]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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[[Extra-Game Actions]], | [[Extra-Game Actions]], | ||
[[Incompatible Goals]], | [[Incompatible Goals]], | ||
+ | [[Persistent Game Worlds]], | ||
[[Predefined Goals]], | [[Predefined Goals]], | ||
[[Unknown Goals]] | [[Unknown Goals]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Enforced Agent Behavior]] | ||
== History == | == History == |
Revision as of 13:31, 4 August 2015
The possibility for players to plan how game state values and entities should be able to develop.
This pattern is a still a stub.
Examples
Using the pattern
This planning offers players the chance of Varied Gameplay by making use of New Abilities to instantiate potential Orthogonal Unit Differentiation. Planned Character Development gives the possibility for Team Development in games with Team Play. However, unless games make use of Game Masters, this kind of Freedom of Choice regarding Characters may be difficult to combine with Narrative Structures.
Abstract Player Construct Development
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
--- Instantiates:
Modulates: Narration Structures, Privileged Abilities
Modulated by: Privileged Abilities
Potentially conflicting with: Narration Structures
Player Characters Improved Abilities Gain Competence New Abilities Skills Competence Areas Unlocking
Can Instantiate
Anticipation, Continuous Goals, Creative Control, Enforced Agent Behavior, Exaggerated Perception of Influence, Identification, Illusion of Influence, Internal Conflicts, Open Destiny, Player Defined Goals, Stimulated Planning
with Persistent Game Worlds
Can Modulate
Player Created Game Elements, Roleplaying, Teams, Team Development
Can Be Instantiated By
Character Defining Actions, Factions, Game Masters, Rewards
Characters together with Character Development and Freedom of Choice
Abstract Player Constructs together with Abstract Player Construct Development and Freedom of Choice
Can Be Modulated By
Dynamic Goal Characteristics, Extra-Game Actions, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Unknown Goals
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
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