Difference between revisions of "Varying Rule Sets"
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=== Examples === | === Examples === | ||
− | The card game [[Fluxx]] have rules one its cards that changes actions and winning conditions. The cards [[:Category:Collectible Card Games|Collectible Card Games]] | + | The card game [[Fluxx]] have rules one its cards that changes actions and winning conditions for all players. The cards [[:Category:Collectible Card Games|Collectible Card Games]] and games like [[Dominion]] and [[Thunderstone]] do not have [[Varying Rule Sets]] since these cards (typically) only describe their own effects, and which cards are used are determined before game instances begins. |
== Using the pattern == | == Using the pattern == | ||
− | [[Optional Rules]] are one way to create [[Varying Rule Sets]] if the [[Optional Rules]] are somehow turned on and off. Games with [[Evolving Rule Sets]] also have [[Varying Rule Sets]] since the introduction of novel rules during gameplay guarantees that the rule set will vary during gameplay. | + | [[Optional Rules]] are one way to create [[Varying Rule Sets]] if the [[Optional Rules]] are somehow turned on and off since they can be known at the beginning of a game. Games with [[Evolving Rule Sets]] also have [[Varying Rule Sets]] since the introduction of novel rules during gameplay guarantees that the rule set will vary during gameplay. |
[[New Abilities]] | [[New Abilities]] | ||
− | + | ||
− | + | ||
[[Levels]] | [[Levels]] | ||
Line 27: | Line 26: | ||
[[Switches]] | [[Switches]] | ||
+ | [[Character Development]] | ||
+ | |||
+ | [[Higher-Level Closures as Gameplay Progresses]] | ||
[[Heterogeneous Game Element Ownership]] | [[Heterogeneous Game Element Ownership]] | ||
+ | |||
+ | === Narrative Aspects === | ||
+ | Many [[Narration Structures]] consists of bigger and bigger confrontations as the game is played, and [[Varying Rule Sets]] can be used to ensure [[Higher-Level Closures as Gameplay Progresses]] depending on [[Character Development]] or the unfolding of the game's narration. | ||
== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Character Development]], | ||
[[Complex Gameplay]], | [[Complex Gameplay]], | ||
+ | [[Higher-Level Closures as Gameplay Progresses]], | ||
[[Smooth Learning Curves]], | [[Smooth Learning Curves]], | ||
[[Varied Gameplay]] | [[Varied Gameplay]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Complex Gameplay]] | + | [[Complex Gameplay]], |
+ | [[Narration Structures]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 19:55, 13 February 2011
Games where the rules governing gameplay change over time from within a closed set of rules.
Some games have rule set that change during gameplay. These Varying Rule Sets can either be used to slowly increased the complexity of a game or create variety during gameplay.
Contents
Examples
The card game Fluxx have rules one its cards that changes actions and winning conditions for all players. The cards Collectible Card Games and games like Dominion and Thunderstone do not have Varying Rule Sets since these cards (typically) only describe their own effects, and which cards are used are determined before game instances begins.
Using the pattern
Optional Rules are one way to create Varying Rule Sets if the Optional Rules are somehow turned on and off since they can be known at the beginning of a game. Games with Evolving Rule Sets also have Varying Rule Sets since the introduction of novel rules during gameplay guarantees that the rule set will vary during gameplay.
Higher-Level Closures as Gameplay Progresses
Heterogeneous Game Element Ownership
Narrative Aspects
Many Narration Structures consists of bigger and bigger confrontations as the game is played, and Varying Rule Sets can be used to ensure Higher-Level Closures as Gameplay Progresses depending on Character Development or the unfolding of the game's narration.
Consequences
Varying Rule Sets can quite naturally give rise to Varied Gameplay, but dealing with a changing rule set also makes for more Complex Gameplay. However, with games that are intended to have Complex Gameplay, Varying Rule Sets can instead have the effect of providing Smooth Learning Curves and thereby modulate the complexity.
Relations
Can Instantiate
Character Development, Complex Gameplay, Higher-Level Closures as Gameplay Progresses, Smooth Learning Curves, Varied Gameplay
Can Modulate
Complex Gameplay, Narration Structures
Can Be Instantiated By
Evolving Rule Sets, Optional Rules
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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