Difference between revisions of "Gameplay Mastery"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[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]]
 
[[Social Roles]]
 
[[Actor Detachment]]
 
[[Actor Detachment]]
Line 67: Line 50:
 
[[Real World Knowledge Advantages]]
 
[[Real World Knowledge Advantages]]
 
[[Seamful Gameplay]]
 
[[Seamful Gameplay]]
[[Spectators]]
 
 
[[Predictable Winner]]
 
[[Predictable Winner]]
 
[[Storytelling]]
 
[[Storytelling]]
Line 100: Line 82:
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Replayability]],  
 
[[Replayability]],  
[[Role Fulfillment]]
+
[[Role Fulfillment]],
 +
[[Social Rewards]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 110: Line 93:
 
[[Complex Gameplay]],  
 
[[Complex Gameplay]],  
 
[[Collaborative Actions]],  
 
[[Collaborative Actions]],  
 +
[[Dexterity-Based Actions]],
 
[[Difficulty Levels]],  
 
[[Difficulty Levels]],  
 
[[Extended Actions]],  
 
[[Extended Actions]],  
Line 116: Line 100:
 
[[Memorizing]],  
 
[[Memorizing]],  
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 +
[[Obstacles]],
 +
[[Predictable Consequences]],
 +
[[Puzzle Solving]],
 +
[[Social Skills]],
 
[[Speedruns]],  
 
[[Speedruns]],  
 
[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
[[Tactical Planning]]
+
[[Strategic Knowledge]],
 +
[[Tactical Planning]],
 +
[[Vehicles]]  
  
 
[[AI Players]] together with [[Difficulty Levels]]
 
[[AI Players]] together with [[Difficulty Levels]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Clickability]],
 
[[Goal Achievements]],  
 
[[Goal Achievements]],  
 
[[Handicap Achievements]],  
 
[[Handicap Achievements]],  
 
[[High Score Lists]],  
 
[[High Score Lists]],  
 +
[[Meta Games]],
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
[[Public Player Statistics]]
+
[[Public Player Statistics]],
 +
[[Sidegrades]],
 +
[[Spectators]] 
 +
 
 +
[[Repeat Combos]] together with [[Goal Achievements]] or [[Spectators]]
 +
 
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Auto-Aim]],
 +
[[Balancing Effects]],
 
[[Challenging Gameplay]],  
 
[[Challenging Gameplay]],  
 
[[Difficulty Levels]],  
 
[[Difficulty Levels]],  
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[[Player/Character Skill Composites]],  
 
[[Player/Character Skill Composites]],  
 
[[Purchasable Game Advantages]],  
 
[[Purchasable Game Advantages]],  
[[Randomness]]
+
[[Randomness]],
 +
[[Vision Modes]]  
  
 
[[Emotional Engrossment]] in games with [[Algorithmic Agents]]
 
[[Emotional Engrossment]] in games with [[Algorithmic Agents]]

Revision as of 18:11, 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

Social Roles Actor Detachment Player Physical Prowess Real World Knowledge Advantages Seamful Gameplay Predictable Winner Storytelling Enactment Excluding Goals Player Unpredictability Performance Uncertainty 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, Role Fulfillment, Social Rewards

Can Modulate

Player/Character Skill Composites

Can Be Instantiated By

Achievements, Challenging Gameplay, Complex Gameplay, Collaborative Actions, Dexterity-Based Actions, Difficulty Levels, Extended Actions, FUBAR Enjoyment, Further Player Improvement Potential, Memorizing, Multiplayer Games, Obstacles, Predictable Consequences, Puzzle Solving, Social Skills, Speedruns, Stimulated Planning, Strategic Knowledge, Tactical Planning, Vehicles

AI Players together with Difficulty Levels

Anonymous Actions together with Roleplaying

Combos together with Challenging Gameplay or Complex Gameplay

Construction together with with Combos or Emergent Gameplay

Can Be Modulated By

Clickability, Goal Achievements, Handicap Achievements, High Score Lists, Meta Games, Multiplayer Games, Public Player Statistics, Sidegrades, Spectators

Repeat Combos together with Goal Achievements or Spectators


Possible Closure Effects

-

Potentially Conflicting With

Auto-Aim, Balancing Effects, Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player/Character Skill Composites, Purchasable Game Advantages, Randomness, Vision Modes

Emotional Engrossment in games with Algorithmic Agents

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

Player Balance in Multiplayer Games

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

-