Difference between revisions of "Varied Gameplay"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 31: Line 31:
  
  
[[Testing Achievements]]
+
[[Game Worlds]] together with [[Player Constructed Worlds]]
[[Game Worlds]]
+
 
 
[[Persistent Game Worlds]]
 
[[Persistent Game Worlds]]
 
[[No-Ops]]
 
[[No-Ops]]
Line 108: Line 108:
 
[[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.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Torchlight


Game Worlds together with Player Constructed Worlds

Persistent Game Worlds No-Ops


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

Challenging Gameplay

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

Testing Achievements

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-