Difference between revisions of "Gameplay Mastery"

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=== Examples ===
 
=== Examples ===
 +
[[Left 4 Dead series]]
 +
 +
[[Quake]]
 +
 +
[[Chess]]
 +
[[Go]]
 +
 +
[[Poker]]
 +
[[Texas Hold'em]]
 +
 +
[[Street Fighter series]]
 +
 +
[[League of Legends]]
 +
[[Defense of the Ancients]]
 +
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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== Relations ==
 
== Relations ==
[[Analysis Paralysis]]
 
[[High Score Lists]]
 
[[Unwinnable Games]]
 
[[Left 4 Dead series]]
 
[[Achievements]]
 
[[Extended Actions]]
 
[[Randomness]]
 
[[Luck]]
 
[[Replayability]]
 
[[Player/Character Skill Composites]]
 
[[Challenging Gameplay]]
 
[[Casual Gameplay]]
 
[[Further Player Improvement Potential]]
 
 
[[Exaggerated Perception of Influence]]
 
[[Exaggerated Perception of Influence]]
 
[[Algorithmic Agents]]
 
[[Algorithmic Agents]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Replayability]]
 
+
==== with ... ====
+
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Player/Character Skill Composites]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Achievements]],
 +
[[Challenging Gameplay]],
 +
[[Extended Actions]],
 +
[[Further Player Improvement Potential]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[High Score Lists]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Challenging Gameplay]],
 +
[[Luck]],
 +
[[Player/Character Skill Composites]],
 +
[[Randomness]]
 +
 
 +
[[Player/Character Skill Composites]] together with [[Character Development]] or [[Player Balance]]
  
 
== History ==
 
== History ==

Revision as of 09:01, 10 August 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series

Quake

Chess Go

Poker Texas Hold'em

Street Fighter series

League of Legends Defense of the Ancients


Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Exaggerated Perception of Influence Algorithmic Agents Role Fulfillment FUBAR Enjoyment Combos Turn Taking Stimulated Planning AI Players Tactical Planning Enemies Freedom of Choice Heterogeneous Game Element Ownership Multiplayer Games Handicap Achievements Single-Player Games Grind Achievements Goal Achievements Ephemeral Goals Speedruns Handicap Systems Difficulty Levels Persistent Game Worlds Grinding Collaborative Actions Purchasable Game Advantages Construction Memorizing Public Player Statistics Anonymous Actions Vehicles Obstacles Balancing Effects Repeat Combos Clickability Strategic Knowledge Predictable Consequences Gain Competence Sidegrades Handles Vision Modes Puzzle Solving Auto-Aim Dexterity-Based Actions Meta Games PvP Social Rewards Social Skills Social Roles Actor Detachment Player Physical Prowess Real World Knowledge Advantages Seamful Gameplay Spectators Predictable Winner Storytelling Enactment Excluding Goals Player Unpredictability Performance Uncertainty Complex Gameplay Uncertainty of Outcome Flip-Flop Events Speedending Construction/Scoring Phase Shift Player Augmentations Player Agency Deck Building Pre-Customized Decks Middlegame Team Development Teams Illusionary Rewards Rewards Value of Effort Trade-Offs Varied Gameplay


Instantiates: Emotional Engrossment, Empowerment, Investments

Instantiated by: Competence Areas, Perceivable Margins, Trans-Game Information, Resource Management, Rhythm-Based Actions, Overcome, Experimenting, Limited Resources, Negotiation, Predefined Goals, Timing, Risk/Reward, Smooth Learning Curves, Paper-Rock-Scissors, Betting

Modulated by: , Penalties, Asymmetric Abilities, Tournaments, Red Queen Dilemmas, Player Balance, Engrossment, Levels, Symmetry

Can Instantiate

Replayability

Can Modulate

Player/Character Skill Composites

Can Be Instantiated By

Achievements, Challenging Gameplay, Extended Actions, Further Player Improvement Potential

Can Be Modulated By

High Score Lists

Possible Closure Effects

-

Potentially Conflicting With

Challenging Gameplay, Luck, Player/Character Skill Composites, Randomness

Player/Character Skill Composites together with Character Development or Player Balance

History

An updated version of the pattern Gameplay Mastery 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

-