Difference between revisions of "Player-Planned Development"

From gdp3
Jump to: navigation, search
(Potentially Conflicting With)
(Consequences)
Line 62: Line 62:
 
Letting players have [[Player-Planned Development]] have several consequences on game designs. It lets players have [[Creative Control]], aim for specific [[Competence Areas]], choose their own [[Player Defined Goals]], and can strengthen their [[Identification]] with the game elements they can develop. Working toward these are [[Continuous Goals]] with can provide [[Anticipation]] and motivate [[Stimulated Planning]], potentially in the form of pure [[Extra-Game Actions]]. While [[Player-Planned Development]] can cause players to have [[Exaggerated Perception of Influence]] they have, i.e. they may be under an [[Illusion of Influence]], it can support the perception that they game elements under their control have an [[Open Destiny]].  
 
Letting players have [[Player-Planned Development]] have several consequences on game designs. It lets players have [[Creative Control]], aim for specific [[Competence Areas]], choose their own [[Player Defined Goals]], and can strengthen their [[Identification]] with the game elements they can develop. Working toward these are [[Continuous Goals]] with can provide [[Anticipation]] and motivate [[Stimulated Planning]], potentially in the form of pure [[Extra-Game Actions]]. While [[Player-Planned Development]] can cause players to have [[Exaggerated Perception of Influence]] they have, i.e. they may be under an [[Illusion of Influence]], it can support the perception that they game elements under their control have an [[Open Destiny]].  
  
Having [[Player-Planned Development]] may  
+
Having [[Player-Planned Development]] may cause [[Enforced Agent Behavior]] in order to achieve the planned development, but the presence of [[Enforced Agent Behavior]] unrelated to such planning works against it. It can also cause [[Internal Conflicts]] since gameplay options provide may set different parts of the planned development against each other or may work against what is best from a short-term perspective or one related to winning a game.
 
+
=== Can Instantiate ===
+
[[Enforced Agent Behavior]],  
+
[[Internal Conflicts]],
+
  
 
In games where the game instances go on for long period of times, e.g. in games with [[Persistent Game Worlds]], the work players to both in planning and actual gameplay actions performed towards having [[Player-Planned Development]] can be seen as [[Investments]] and provide players with a clear measure of [[Value of Effort]] for them.
 
In games where the game instances go on for long period of times, e.g. in games with [[Persistent Game Worlds]], the work players to both in planning and actual gameplay actions performed towards having [[Player-Planned Development]] can be seen as [[Investments]] and provide players with a clear measure of [[Value of Effort]] for them.

Revision as of 17:37, 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, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Privileged Abilities, Secondary Interface Screens, Unknown Goals

Potentially Conflicting With

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

Letting players have Player-Planned Development have several consequences on game designs. It lets players have Creative Control, aim for specific Competence Areas, choose their own Player Defined Goals, and can strengthen their Identification with the game elements they can develop. Working toward these are Continuous Goals with can provide Anticipation and motivate Stimulated Planning, potentially in the form of pure Extra-Game Actions. While Player-Planned Development can cause players to have Exaggerated Perception of Influence they have, i.e. they may be under an Illusion of Influence, it can support the perception that they game elements under their control have an Open Destiny.

Having Player-Planned Development may cause Enforced Agent Behavior in order to achieve the planned development, but the presence of Enforced Agent Behavior unrelated to such planning works against it. It can also cause Internal Conflicts since gameplay options provide may set different parts of the planned development against each other or may work against what is best from a short-term perspective or one related to winning a game.

In games where the game instances go on for long period of times, e.g. in games with Persistent Game Worlds, the work players to both in planning and actual gameplay actions performed towards having Player-Planned Development can be seen as Investments and provide players with a clear measure of Value of Effort for them.

Relations

Can Instantiate

Anticipation, Competence Areas, Continuous Goals, Creative Control, Enforced Agent Behavior, Exaggerated Perception of Influence, Extra-Game Actions, 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, 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

-