Difference between revisions of "Complex Gameplay"
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[[FUBAR Enjoyment]] | [[FUBAR Enjoyment]] | ||
[[Combos]] | [[Combos]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Algorithmic Agents]], | ||
[[Attention Swapping]], | [[Attention Swapping]], | ||
− | [[ | + | [[Converters]], |
+ | [[Indirect Control]], | ||
+ | [[Perfect Information]], | ||
+ | [[Producer-Consumer]], | ||
[[Red Herrings]], | [[Red Herrings]], | ||
+ | [[Resource Management]], | ||
[[Rhythm-Based Actions]], | [[Rhythm-Based Actions]], | ||
− | [[Role Reversal]], [[ | + | [[Role Reversal]], |
+ | [[Units]] | ||
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+ | [[Betrayal]] together with [[Cooperation]] or [[Teams]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 14:50, 11 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
(Right level of complexity)
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
in wiki already
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FUBAR Enjoyment Combos Non-Player Characters Stimulated Planning Enemies Optional Rules Internal Rivalry Varying Rule Sets Grinding Collaborative Actions Quests Predictable Consequences Movement Budgeted Action Points Abilities Decreased Abilities Ability Losses Parties Skills Orthogonal Differentiation Trumps Puzzle Solving Traverse Variable Accuracy Asynchronous Collaborative Actions Resources Solution Uncertainty
old
Downtime, Illusion of Influence
Can Instantiate
Challenging Gameplay, Cognitive Engrossment, Creative Control, Experimenting, Game Mastery,
Can Modulate
Can Be Instantiated By
Algorithmic Agents, Attention Swapping, Converters, Indirect Control, Perfect Information, Producer-Consumer, Red Herrings, Resource Management, Rhythm-Based Actions, Role Reversal, Units
Betrayal together with Cooperation or Teams
Can Be Modulated By
Limited Foresight, Limited Planning Ability, Smooth Learning Curves, Time Pressure
Possible Closure Effects
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Potentially Conflicting With
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History
An heavily updated version of the pattern Right Level of Complexity that was part of the original collection in the book Patterns in Game Design[1]. The update has made the pattern be rather close to the concept of analytic complexity described in Costikyan's book Uncertainty in Games[2].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
- ↑ Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.
Acknowledgements
-