Difference between revisions of "Gameplay Mastery"
(Created page with "Category:Patterns Category:Dynamic Patterns Category:Subjective Patterns Category:Needs work Category:Needs revision Category:Needs examples Category...") |
|||
Line 14: | Line 14: | ||
=== 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 ==== | ||
Line 29: | Line 44: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] | ||
[[Algorithmic Agents]] | [[Algorithmic Agents]] | ||
Line 127: | Line 129: | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Replayability]] | |
− | + | ||
− | + | ||
=== 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 === | ||
Line 144: | Line 147: | ||
=== 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.
Contents
Examples
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
Can Modulate
Player/Character Skill Composites
Can Be Instantiated By
Achievements, Challenging Gameplay, Extended Actions, Further Player Improvement Potential
Can Be Modulated By
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-