Difference between revisions of "Gameplay Mastery"
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Given that [[Gameplay Mastery]] is mastering the specific gameplay of a game, there are as many ways of supporting [[Gameplay Mastery]] as there are gameplay which involve some type of skill or knowledge. On a general level, [[Complex Gameplay]] makes knowing the rules of a game part of reaching [[Gameplay Mastery]] while [[Challenging Gameplay]] guarantees that there is something to train at getting good at (or makes it more difficult to achieve [[Gameplay Mastery]]). | Given that [[Gameplay Mastery]] is mastering the specific gameplay of a game, there are as many ways of supporting [[Gameplay Mastery]] as there are gameplay which involve some type of skill or knowledge. On a general level, [[Complex Gameplay]] makes knowing the rules of a game part of reaching [[Gameplay Mastery]] while [[Challenging Gameplay]] guarantees that there is something to train at getting good at (or makes it more difficult to achieve [[Gameplay Mastery]]). | ||
− | One aspect of [[Gameplay Mastery]] concerns being able to plan what to do in a game. This makes [[Predictable Consequences]], [[Stimulated Planning]], [[Strategic Knowledge]], | + | One aspect of [[Gameplay Mastery]] concerns being able to plan what to do in a game. This makes [[Predictable Consequences]], [[Risk/Reward]], [[Stimulated Planning]], [[Strategic Knowledge]], [[Tactical Planning]], and [[Trade-Offs]] ways of allowing [[Gameplay Mastery]] to develop among players. More specific design features that support this are [[Deck Building]], [[Puzzle Solving]], and [[Resource Management]]. While the two latter of these taken place during gameplay, |
− | [[Deck Building]] can also occur before gameplay proper begins. Knowing when to do [[Construction/Scoring Phase Shift|Construction/Scoring Phase Shifts]] or [[Speedending]] are specific examples, and players that know this will affect the [[Middlegame]] of games. | + | [[Deck Building]] can also occur before gameplay proper begins. Knowing when to do [[Construction/Scoring Phase Shift|Construction/Scoring Phase Shifts]] or [[Speedending]] are specific examples, and players that know this will affect the [[Middlegame]] of games. Planning and creating [[Flip-Flop Events]] is another specific aspect of [[Gameplay Mastery]] which is possible in games with mutable [[Turn Taking]]. |
Another, related, aspect of [[Gameplay Mastery]] is having the information or knowledge needed to perform gameplay actions. | Another, related, aspect of [[Gameplay Mastery]] is having the information or knowledge needed to perform gameplay actions. | ||
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[[Experimenting]], | [[Experimenting]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
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[[FUBAR Enjoyment]], | [[FUBAR Enjoyment]], | ||
[[Further Player Improvement Potential]], | [[Further Player Improvement Potential]], | ||
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[[Predefined Goals]], | [[Predefined Goals]], | ||
[[Rhythm-Based Actions]], | [[Rhythm-Based Actions]], | ||
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[[Seamful Gameplay]], | [[Seamful Gameplay]], | ||
[[Smooth Learning Curves]], | [[Smooth Learning Curves]], | ||
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[[Storytelling]], | [[Storytelling]], | ||
[[Timing]], | [[Timing]], | ||
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[[Vehicles]] | [[Vehicles]] | ||
Revision as of 17:20, 11 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
As a game with no gameplay, Gameplay Mastery is impossible to achieve Progress Quest. Story-driven games, e.g. Adventure Games, e.g. Day of the Tentacle, Fahrenheit, Grim Fandango, and the Walking Dead series, have little or no gameplay that allows specific skills or knowledge to develop that can be re-used so claiming Gameplay Mastery in these are difficult to do. The exception may be in general puzzle solving based on the types of puzzle that exist in a particular genre or that a particular game designer creates.
Using the pattern
Given that Gameplay Mastery is mastering the specific gameplay of a game, there are as many ways of supporting Gameplay Mastery as there are gameplay which involve some type of skill or knowledge. On a general level, Complex Gameplay makes knowing the rules of a game part of reaching Gameplay Mastery while Challenging Gameplay guarantees that there is something to train at getting good at (or makes it more difficult to achieve Gameplay Mastery).
One aspect of Gameplay Mastery concerns being able to plan what to do in a game. This makes Predictable Consequences, Risk/Reward, Stimulated Planning, Strategic Knowledge, Tactical Planning, and Trade-Offs ways of allowing Gameplay Mastery to develop among players. More specific design features that support this are Deck Building, Puzzle Solving, and Resource Management. While the two latter of these taken place during gameplay, Deck Building can also occur before gameplay proper begins. Knowing when to do Construction/Scoring Phase Shifts or Speedending are specific examples, and players that know this will affect the Middlegame of games. Planning and creating Flip-Flop Events is another specific aspect of Gameplay Mastery which is possible in games with mutable Turn Taking.
Another, related, aspect of Gameplay Mastery is having the information or knowledge needed to perform gameplay actions.
Trans-Game Information, Real World Knowledge Advantages,
Can Be Instantiated By
Achievements, Betting, Competence Areas, Collaborative Actions, Dexterity-Based Actions, Difficulty Levels, Enactment, Experimenting, Extended Actions, FUBAR Enjoyment, Further Player Improvement Potential, Limited Resources, Memorizing, Multiplayer Games, Negotiation, Obstacles, Overcome, Paper-Rock-Scissors, Perceivable Margins, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predefined Goals, Rhythm-Based Actions, Seamful Gameplay, Smooth Learning Curves, Social Skills, Speedruns, Storytelling, Timing, 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
Asymmetric Abilities, Clickability, Engrossment, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Levels, Meta Games, Multiplayer Games, Penalties, Player Balance, Public Player Statistics, Red Queen Dilemmas, Rewards, Sidegrades, Spectators, Symmetry, Tournaments, Uncertainty of Outcome, Varied Gameplay
Repeat Combos together with Goal Achievements or Spectators
Potentially Conflicting With
Auto-Aim, Balancing Effects, Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player Augmentations, 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
Can Modulate
Performance Uncertainty, Player/Character Skill Composites
Consequences
Allowing players to feel Gameplay Mastery or at least see that they can have it in the future can have several consequences for a game. It can give players Emotional Engrossment and a sense of Empowerment and Player Agency, and provide Value of Effort when players experience having it. In general, it provides Replayability to a game since players may wish to play the game many times to reach Gameplay Mastery. A negative effect of Gameplay Mastery is that players that have it can lead to games having a Predictable Winner.
Having Gameplay Mastery can be a Social Reward if others can notice it and can support Actor Detachment. For games with Cooperation and different possible roles for players to take, Gameplay Mastery can lead to Role Fulfillment and through this fulfilling Social Roles and making Team Development happen.
Relations
Can Instantiate
Actor Detachment, Emotional Engrossment, Empowerment, Player Agency, Predictable Winner, Social Roles, Replayability, Role Fulfillment, Social Rewards, Team Development, Value of Effort
Can Modulate
Middlegame, Performance Uncertainty, Player/Character Skill Composites
Can Be Instantiated By
Achievements, Betting, Challenging Gameplay, Competence Areas, Complex Gameplay, Construction/Scoring Phase Shift, Collaborative Actions, Deck Building, Dexterity-Based Actions, Difficulty Levels, Enactment, Experimenting, Extended Actions, Flip-Flop Events, FUBAR Enjoyment, Further Player Improvement Potential, Limited Resources, Memorizing, Multiplayer Games, Negotiation, Obstacles, Overcome, Paper-Rock-Scissors, Perceivable Margins, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predefined Goals, Predictable Consequences, Puzzle Solving, Real World Knowledge Advantages, Resource Management, Rhythm-Based Actions, Risk/Reward, Seamful Gameplay, Smooth Learning Curves, Social Skills, Speedending, Speedruns, Stimulated Planning, Storytelling, Strategic Knowledge, Tactical Planning, Timing, Trade-Offs, Trans-Game Information, 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
Asymmetric Abilities, Clickability, Engrossment, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Levels, Meta Games, Multiplayer Games, Penalties, Player Balance, Public Player Statistics, Red Queen Dilemmas, Rewards, Sidegrades, Spectators, Symmetry, Tournaments, Uncertainty of Outcome, Varied Gameplay
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 Augmentations, 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
-