Difference between revisions of "Trade-Offs"

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(Relations)
(Relations)
Line 30: Line 30:
  
 
[[Analysis Paralysis]]
 
[[Analysis Paralysis]]
 
[[Internal Rivalry]] [[Tools]]
 
[[Armor]] [[Ammunition]]
 
 
 
[[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]]
 
  
  
Line 61: Line 47:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Ability Losses]],
 +
[[Area Control]],
 
[[Bidding]],  
 
[[Bidding]],  
 +
[[Budgeted Action Points]],
 +
[[Cameras]],
 +
[[Chargers]],
 +
[[Choke Points]],
 
[[Consumers]],  
 
[[Consumers]],  
 
[[Converters]],  
 
[[Converters]],  
 +
[[Combat]],
 +
[[Deterioration]],
 +
[[Drafting Spreads]],
 +
[[Equipment Slots]],
 
[[Extended Actions]],  
 
[[Extended Actions]],  
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Guard]],  
 
[[Guard]],  
 
[[Heterogeneous Game Element Ownership]],  
 
[[Heterogeneous Game Element Ownership]],  
 +
[[Internal Conflicts]],
 
[[Interruptibility]],  
 
[[Interruptibility]],  
 +
[[No-Use Bonus]],
 +
[[One-Way Travel]],
 
[[Player-Decided Distribution of Rewards & Penalties]],  
 
[[Player-Decided Distribution of Rewards & Penalties]],  
 
[[Producers]],  
 
[[Producers]],  
Line 78: Line 77:
 
[[Sockets]],  
 
[[Sockets]],  
 
[[Time Limits]],  
 
[[Time Limits]],  
 +
[[Token Placement]],
 
[[Traces]],  
 
[[Traces]],  
[[Units]]  
+
[[Units]],
 +
[[Upgrades]]
 +
 
 +
[[Ability Losses]] together with [[New Abilities]]
 +
 
 +
[[Actions Have Diegetically Social Consequences]] together with [[Internal Rivalry]]
 +
 
 +
[[Decreased Abilities]] together with [[Ammunition]] or [[Armor]]
 +
 
 +
[[Improved Abilities]] together with [[Ammunition]]
 +
 
 +
[[Limited Resources]] together with [[Parties]]
 +
 
 +
[[Tools]] together with [[Resources]] or [[Deterioration]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 09:12, 20 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.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Analysis Paralysis


Can Instantiate

Balancing Effects, Gameplay Mastery, Stimulated Planning, Strategic Knowledge, Tactical Planning, Tension

Can Modulate

Challenging Gameplay, Cognitive Engrossment, Committed Goals, Stealth

Can Be Instantiated By

Ability Losses, Area Control, Bidding, Budgeted Action Points, Cameras, Chargers, Choke Points, Consumers, Converters, Combat, Deterioration, Drafting Spreads, Equipment Slots, Extended Actions, Freedom of Choice, Guard, Heterogeneous Game Element Ownership, Internal Conflicts, Interruptibility, No-Use Bonus, One-Way Travel, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals, Sockets, Time Limits, Token Placement, Traces, Units, Upgrades

Ability Losses together with New Abilities

Actions Have Diegetically Social Consequences together with Internal Rivalry

Decreased Abilities together with Ammunition or Armor

Improved Abilities together with Ammunition

Limited Resources together with Parties

Tools together with Resources or Deterioration

Can Be Modulated By

Attention Swapping, Limited Resources, Producers, Supporting Goals

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Tradeoffs that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-