Difference between revisions of "Player-Planned Development"
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== Relations == | == Relations == | ||
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Modulates: [[Narration Structures]], [[Privileged Abilities]] | Modulates: [[Narration Structures]], [[Privileged Abilities]] | ||
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Potentially conflicting with: [[Narration Structures]] | Potentially conflicting with: [[Narration Structures]] | ||
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[[Gain Competence]] | [[Gain Competence]] | ||
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[[Competence Areas]] | [[Competence Areas]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Player Characters]], | ||
[[Player Created Game Elements]], | [[Player Created Game Elements]], | ||
[[Roleplaying]], | [[Roleplaying]], | ||
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[[Factions]], | [[Factions]], | ||
[[Game Masters]], | [[Game Masters]], | ||
− | [[Rewards]] | + | [[Rewards]], |
+ | [[Unlocking]] | ||
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+ | [[Abstract Player Constructs]] together with [[Abstract Player Construct Development]] and [[Freedom of Choice]] | ||
[[Characters]] together with [[Character Development]] and [[Freedom of Choice]] | [[Characters]] together with [[Character Development]] and [[Freedom of Choice]] | ||
− | [[ | + | [[Freedom of Choice]] together with [[Improved Abilities]] or [[New Abilities]] |
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:51, 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
Modulates: Narration Structures, Privileged Abilities
Modulated by: Privileged Abilities
Potentially conflicting with: Narration Structures
Gain Competence Competence Areas
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 Characters, Player Created Game Elements, Roleplaying, Teams, Team Development
Can Be Instantiated By
Character Defining Actions, Factions, Game Masters, Rewards, Unlocking
Abstract Player Constructs together with Abstract Player Construct Development and Freedom of Choice
Characters together with Character Development and Freedom of Choice
Freedom of Choice together with Improved Abilities or New Abilities
Can Be Modulated By
Dynamic Goal Characteristics, Extra-Game Actions, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Unknown Goals
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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