Difference between revisions of "Tiles"
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Besides being used to create [[Game Worlds]] and [[Levels]], [[Tiles]] can like [[Cards]] form [[Sets]] or [[Abstract Player Constructs]]. Being able to add [[Tiles]] to [[Abstract Player Constructs]] make [[Abstract Player Construct Development]] possible while being able to add [[Tiles]] in other gameplay is often some sort of [[Construction]] activity. | Besides being used to create [[Game Worlds]] and [[Levels]], [[Tiles]] can like [[Cards]] form [[Sets]] or [[Abstract Player Constructs]]. Being able to add [[Tiles]] to [[Abstract Player Constructs]] make [[Abstract Player Construct Development]] possible while being able to add [[Tiles]] in other gameplay is often some sort of [[Construction]] activity. | ||
− | [[Tiles]] can support both | + | When [[Tiles]] need to be given to players during gameplay, they can support both [[Drawing Stacks]] and [[Drafting]] and through shuffling them [[Randomness]]. With fixed distributions of which types of [[Tiles]] exist, these design solutions encourage players to engage in [[Memorizing]] which [[Tiles]] have been drawn and which have been played. |
− | [[Drawing Stacks]] and [[Drafting]], | + | |
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− | [[Memorizing]] | + | |
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== Relations == | == Relations == |
Revision as of 07:45, 26 August 2011
Tiles are areas within the game world that partition it into separate parts, usually filling the whole game world.
This pattern is a still a stub.
Contents
Examples
The board game Othello (aka Annex, aka Annexation) consists of playing tiles and flipping them, trying to make one's color dominant on the board.
In the board game Dog eat Dog tiles are used to show that the nature on a part of the board has been polluted; they cover the board and show the same scenery, albeit more polluted, dirty and depressing.
NetHack uses Tiles to represent corridors, walls, dungeon, and cavern floors and so on. These Tiles are used to generate an almost limitless number of different dungeons.
Mahjong Settlers of Catan Tien Gow
Using the pattern
Tiles can either be passive game elements in a game design or actively used by players. In the former case they are usually arranged before gameplay begins while in the latter case they allow Tile-Laying and can be held by players in what functionally are Card Hands.
Tiles can be used either to define the Game World or to be put on an area defined by the Game World. They may be designed in such a manner that every tile may be put next to any other tile (regarding form and appearance), or not (implying rules that a tile may only be put where it fits). In board games the game areas that are constructed by Tiles can make use of the two sides of a tile to represent different modes of the game area defined by the tile. In computer games the Tiles may have any number of different modes. Tiles can also have a semi-permanent nature, for example, they can start to deteriorate when an Avatar or one of a player's Units has been placed on the tile, creating a Time Limit for long the tile can be used.
Tiles can either be uniform in form, as the squares in Chess, or have irregular shapes, e. g. shaped to fit an illustrative game map as in Diplomacy. Irregularly shaped tiles can be used to make tiles have different properties regarding connections to other areas of the game board, creating Strategic Locations. Regardless of the shape, Tiles can also become Strategic Locations by having different characteristics enabling, for example, Privileged Abilities. Tiles that are placed differently in different game instances can be created so that the distribution of different tiles can make certain tiles more valuable.
Tiles can be used to define how and how fast the game elements can move through the connections to the neighboring Tiles. They can also be used to define the size of the game elements, i. e. that a game element may, regardless of its actual physically size, be said to occupy one or several tiles fully if placed within them.
hexagons
dominoes
While Tile-Laying can result from Tiles combined with the Construction pattern (e.g. Dominant Species, having Tiles as Destructible Objects instead results in Shrinking Game Worlds (e.g. Hey! That's My Fish!).
Can Be Instantiated By
Can Be Modulated By
Destructible Objects, Discard Piles, Hands, Stack Seeding, Strategic Locations, Turn Taking Trick Taking
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Tiles can construct Game Worlds and Levels, and allow these to be separated into clearly distinguishable areas, making the position and possibilities of actions easier to judge. This also allow easier changes in them, either in ownership if they represent Territories or in the actual gameplay area; the latter is in many cases used to have Reconfigurable Game Worlds (e.g. to create Shrinking Game Worlds).
Besides being used to create Game Worlds and Levels, Tiles can like Cards form Sets or Abstract Player Constructs. Being able to add Tiles to Abstract Player Constructs make Abstract Player Construct Development possible while being able to add Tiles in other gameplay is often some sort of Construction activity.
When Tiles need to be given to players during gameplay, they can support both Drawing Stacks and Drafting and through shuffling them Randomness. With fixed distributions of which types of Tiles exist, these design solutions encourage players to engage in Memorizing which Tiles have been drawn and which have been played.
Relations
Can Instantiate
Abstract Player Construct Development, Abstract Player Constructs, Construction, Drafting, Drawing Stacks, Game Worlds, Levels, Memorizing, Randomness, Reconfigurable Game Worlds, Sets, Territories
with Construction
with Destructible Objects
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
Destructible Objects, Discard Piles, Hands, Stack Seeding, Strategic Locations, Trick Taking, Turn Taking
Possible Closure Effects
-
Potentially Conflicting With
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History
An updated version of the pattern Tiles 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
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