Difference between revisions of "Varied Gameplay"
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− | [[ | + | [[Game Worlds]] together with [[Player Constructed Worlds]] |
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[[Persistent Game Worlds]] | [[Persistent Game Worlds]] | ||
[[No-Ops]] | [[No-Ops]] | ||
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[[Open Destiny]] together with [[Limited Set of Actions]] | [[Open Destiny]] together with [[Limited Set of Actions]] | ||
− | [[Randomness]] together with [[Enemies]], [[Ephemeral Goals]] or [[Quests]] | + | [[Randomness]] together with [[Enemies]], [[Ephemeral Goals]], [[Game Worlds]], or [[Quests]] |
[[Strategic Planning]] together with [[Replayability]] | [[Strategic Planning]] together with [[Replayability]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Testing Achievements]] | |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 09:26, 7 September 2016
Variation in gameplay for a game, either within a single play session or between different play sessions.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Game Worlds together with Player Constructed Worlds
Weapons
Abstract Player Construct Development
Character Development
Inaccessible Areas
Boss Monsters
Privileged Movement
Flanking Routes
Temporary Abilities
Privileged Abilities
Improved Abilities
Ability Losses
New Abilities
Back-to-Back Game Sessions
Sidegrades
Camping
Area Control
Achilles' Heels
Vulnerabilities
Vision Modes
Skills
Competence Areas
Orthogonal Differentiation
Polyathlons
Reconfigurable Game Worlds
Tile-Laying
Procedurally Generated Game Worlds
Social Roles
Resources
Complex Gameplay
Modulates: Gameplay Mastery, Narration Structures
Instantiated by: Asymmetric Abilities, Converters, Budgeted Action Points, Transfer of Control, Selectable Sets of Goals, Dynamic Alliances, Incompatible Goals, Asymmetric Resource Distribution, Asymmetric Goals, Higher-Level Closures as Gameplay Progresses, Producer-Consumer
Modulated by: Red Herrings, Diminishing Returns, Non-Renewable Resources, Supporting Goals
Potentially conflicting with: Quick Games, Sensory-Motoric Engrossment, Symmetric Resource Distribution
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
AI Players, Alien Space Bats, Asymmetric Starting Conditions, Backtracking Levels, Cooldown, Environmental Effects, Ephemeral Goals, Evolving Rule Sets, Freedom of Choice, Internal Conflicts, Internal Rivalry, Minigames, Levels, Replayability, Units, Varying Rule Sets, Vehicles
Functional Roles together with Multiplayer Games
Geometric Progression together with Negative Feedback Loops
Open Destiny together with Limited Set of Actions
Randomness together with Enemies, Ephemeral Goals, Game Worlds, or Quests
Strategic Planning together with Replayability
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Varied Gameplay 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
-