Difference between revisions of "Trade-Offs"
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− | '' | + | ''Gameplay situations where players must choose between several different options and compare values against each other.'' |
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== Relations == | == Relations == | ||
+ | [[Analysis Paralysis]] | ||
+ | [[Time Limits]] [[Extended Actions]] [[Challenging Gameplay]] | ||
+ | [[Units]] [[Stimulated Planning]] [[Tactical Planning]] | ||
+ | [[Enemies]] [[Freedom of Choice]] [[Heterogeneous Game Element Ownership]] | ||
+ | [[Internal Rivalry]] [[Tools]] [[Game Items]] | ||
+ | [[Armor]] [[Ammunition]] [[Sockets]] [[Balancing Effects]] | ||
+ | [[Traces]] [[Strategic Knowledge]] | ||
+ | [[One-Way Travel]] [[Choke Points]] | ||
+ | [[Budgeted Action Points]] [[Improved Abilities]] | ||
+ | [[Decreased Abilities]] [[Ability Losses]] | ||
+ | [[New Abilities]] [[Token Placement]] | ||
+ | [[No-Use Bonus]] [[Chargers]] | ||
+ | [[Upgrades]] [[Deterioration]] | ||
+ | [[Area Control]] [[Combat]] [[Parties]] | ||
+ | [[Equipment Slots]] [[Cameras]] | ||
+ | [[Drafting Spreads]] [[Traverse]] | ||
+ | |||
+ | Instantiates: Game Mastery, Tension | ||
+ | |||
+ | Modulates: Cognitive Engrossment, Stealth, Committed Goals, Perceived Chance to Succeed, Right Level of Difficulty | ||
+ | |||
+ | Instantiated by: Bidding, Consumers, Converters, Producers, Resources, Selectable Sets of Goals, Renewable Resources, Resource Management, Risk/Reward, Player-Decided Distribution of Rewards & Penalties, Delayed Effects | ||
+ | |||
+ | Modulated by: Attention Swapping, Producers, Limited Resources, Supporting Goals | ||
+ | |||
+ | --- | ||
+ | |||
+ | [[Tension]] | ||
+ | [[Stealth]] | ||
+ | [[Guard]] | ||
+ | [[Interruptibility]] | ||
+ | [[Renewable Resources]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 17:26, 15 July 2016
Gameplay situations where players must choose between several different options and compare values against each other.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Analysis Paralysis Time Limits Extended Actions Challenging Gameplay Units Stimulated Planning Tactical Planning Enemies Freedom of Choice Heterogeneous Game Element Ownership Internal Rivalry Tools Game Items Armor Ammunition Sockets Balancing Effects Traces Strategic Knowledge One-Way Travel Choke Points Budgeted Action Points Improved Abilities Decreased Abilities Ability Losses New Abilities Token Placement No-Use Bonus Chargers Upgrades Deterioration Area Control Combat Parties Equipment Slots Cameras Drafting Spreads Traverse
Instantiates: Game Mastery, Tension
Modulates: Cognitive Engrossment, Stealth, Committed Goals, Perceived Chance to Succeed, Right Level of Difficulty
Instantiated by: Bidding, Consumers, Converters, Producers, Resources, Selectable Sets of Goals, Renewable Resources, Resource Management, Risk/Reward, Player-Decided Distribution of Rewards & Penalties, Delayed Effects
Modulated by: Attention Swapping, Producers, Limited Resources, Supporting Goals
---
Tension Stealth Guard Interruptibility Renewable Resources
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Tradeoffs that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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