Difference between revisions of "Varied Gameplay"
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[[Complex Gameplay]] | [[Complex Gameplay]] | ||
− | Modulates: [[ | + | Modulates: [[Gameplay Mastery]], [[Narration Structures]] |
− | Instantiated by: | + | Instantiated by: [[Asymmetric Abilities]], [[Converters]], [[Budgeted Action Points]], [[Transfer of Control]], [[Selectable Sets of Goals]], [[Dynamic Alliances]], [[Incompatible Goals]], [[Ability Losses]], [[Asymmetric Resource Distribution]], [[Asymmetric Goals]], [[Higher-Level Closures as Gameplay Progresses]], [[Producer-Consumer]] |
− | Modulated by: Red Herrings, Diminishing Returns, | + | Modulated by: [[Red Herrings]], [[Diminishing Returns]], [[Non-Renewable Resources]], [[Supporting Goals]] |
− | Potentially conflicting with: Quick Games, Sensory-Motoric | + | Potentially conflicting with: [[Quick Games]], [[Sensory-Motoric Engrossment]], [[Symmetric Resource Distribution]] |
=== Can Instantiate === | === Can Instantiate === |
Revision as of 17:47, 15 July 2016
Variation in gameplay for a game, either within a single play session or between different play sessions.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Real-Time Games Rhythm-Based Actions Time Limits Randomness Replayability Challenging Gameplay Units Open Destiny Levels Backtracking Levels AI Players Strategic Planning Enemies Freedom of Choice Multiplayer Games Torchlight Internal Conflicts Internal Rivalry Single-Player Games Testing Achievements Game Worlds Ephemeral Goals Minigames Evolving Rule Sets Varying Rule Sets Persistent Game Worlds No-Ops Geometric Progression Cooldown Alien Space Bats Vehicles Environmental Effects Asymmetric Starting Conditions Weapons Abstract Player Construct Development Character Development Inaccessible Areas Boss Monsters Privileged Movement Flanking Routes Temporary Abilities Privileged Abilities Improved Abilities Ability Losses New Abilities Back-to-Back Game Sessions Sidegrades Camping Area Control Achilles' Heels Vulnerabilities Vision Modes Functional Roles Skills Competence Areas Orthogonal Differentiation Polyathlons Reconfigurable Game Worlds Tile-Laying Procedurally Generated Game Worlds Social Roles Resources Complex Gameplay
Modulates: Gameplay Mastery, Narration Structures
Instantiated by: Asymmetric Abilities, Converters, Budgeted Action Points, Transfer of Control, Selectable Sets of Goals, Dynamic Alliances, Incompatible Goals, Ability Losses, Asymmetric Resource Distribution, Asymmetric Goals, Higher-Level Closures as Gameplay Progresses, Producer-Consumer
Modulated by: Red Herrings, Diminishing Returns, Non-Renewable Resources, Supporting Goals
Potentially conflicting with: Quick Games, Sensory-Motoric Engrossment, Symmetric Resource Distribution
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 Varied Gameplay 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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