Difference between revisions of "Player-Planned Development"

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(Can Be Modulated By)
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== Using the pattern ==
 
== 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.
 
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.
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=== Can Modulate ===
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[[Narration Structures]],
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[[Player Characters]],
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[[Player Created Game Elements]],
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[[Privileged Abilities]],
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[[Roleplaying]],
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[[Teams]],
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[[Team Development]]
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=== Can Be Instantiated By ===
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[[Character Defining Actions]],
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[[Factions]],
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[[Game Masters]],
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[[Rewards]],
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[[Unlocking]]
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[[Abstract Player Constructs]] together with [[Abstract Player Construct Development]] and [[Freedom of Choice]]
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[[Characters]] together with [[Character Development]] and [[Freedom of Choice]]
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[[Freedom of Choice]] together with [[Gain Competence]], [[Improved Abilities]], or [[New Abilities]]
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=== Can Be Modulated By ===
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[[Dynamic Goal Characteristics]],
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[[Extra-Game Actions]],
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[[Incompatible Goals]],
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[[Persistent Game Worlds]],
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[[Predefined Goals]],
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[[Privileged Abilities]],
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[[Secondary Interface Screens]],
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[[Unknown Goals]]
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=== Potentially Conflicting With ===
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[[Enforced Agent Behavior]],
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[[Narration Structures]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Anticipation]],
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[[Competence Areas]],
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[[Continuous Goals]],
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[[Creative Control]],
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[[Enforced Agent Behavior]],
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[[Exaggerated Perception of Influence]],
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[[Identification]],
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[[Illusion of Influence]],
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[[Internal Conflicts]],
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[[Open Destiny]],
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[[Player Defined Goals]],
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[[Stimulated Planning]]
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==== with [[Persistent Game Worlds]] ====
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[[Investments]],
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[[Value of Effort]]
  
 
== Relations ==
 
== Relations ==

Revision as of 14:20, 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.

Can Modulate

Narration Structures, Player Characters, Player Created Game Elements, Privileged Abilities, 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 Gain Competence, Improved Abilities, or New Abilities

Can Be Modulated By

Dynamic Goal Characteristics, Extra-Game Actions, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Privileged Abilities, Secondary Interface Screens, Unknown Goals

Potentially Conflicting With

Enforced Agent Behavior, Narration Structures

Diegetic Aspects

Interface Aspects

The use of Player-Planned Development often requires that players can access information about what development is possible. This may be provided both from within Game Worlds and through Secondary Interface Screens.

Narrative Aspects

Consequences

Can Instantiate

Anticipation, Competence Areas, 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

Investments, Value of Effort

Relations

Can Instantiate

Anticipation, Competence Areas, 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

Investments, Value of Effort

Can Modulate

Narration Structures, Player Characters, Player Created Game Elements, Privileged Abilities, 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 Gain Competence, Improved Abilities, or New Abilities

Can Be Modulated By

Dynamic Goal Characteristics, Extra-Game Actions, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Privileged Abilities, Secondary Interface Screens, Unknown Goals

Possible Closure Effects

-

Potentially Conflicting With

Enforced Agent Behavior, Narration Structures

History

New pattern created in this wiki.

References

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