Difference between revisions of "Gameplay Mastery"
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== Relations == | == Relations == | ||
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[[Social Roles]] | [[Social Roles]] | ||
[[Actor Detachment]] | [[Actor Detachment]] | ||
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[[Real World Knowledge Advantages]] | [[Real World Knowledge Advantages]] | ||
[[Seamful Gameplay]] | [[Seamful Gameplay]] | ||
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[[Predictable Winner]] | [[Predictable Winner]] | ||
[[Storytelling]] | [[Storytelling]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Replayability]], | [[Replayability]], | ||
− | [[Role Fulfillment]] | + | [[Role Fulfillment]], |
+ | [[Social Rewards]] | ||
=== Can Modulate === | === Can Modulate === | ||
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[[Complex Gameplay]], | [[Complex Gameplay]], | ||
[[Collaborative Actions]], | [[Collaborative Actions]], | ||
+ | [[Dexterity-Based Actions]], | ||
[[Difficulty Levels]], | [[Difficulty Levels]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
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[[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]] | ||
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+ | [[Repeat Combos]] together with [[Goal Achievements]] or [[Spectators]] | ||
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=== 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.
Contents
Examples
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-