Difference between revisions of "Player-Planned Development"
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== Relations == | == Relations == | ||
− | Instantiates: Continuous Goals, Anticipation, Illusion of Influence, Player Constructed Worlds, Identification, | + | Instantiates: [[Continuous Goals]], [[Anticipation]], [[Illusion of Influence]], [[Player Constructed Worlds]], [[Identification]], [[Creative Control]], [[Player Defined Goals]] |
− | Modulates: | + | Modulates: [[Narration Structures]], [[Privileged Abilities]] |
Instantiated by: [[Rewards]] | Instantiated by: [[Rewards]] | ||
− | Modulated by: Unknown Goals, Incompatible Goals, Predefined Goals, Dynamic Goal Characteristics, Extra-Game Actions, Privileged Abilities | + | Modulated by: [[Unknown Goals]], [[Incompatible Goals]], [[Predefined Goals]], [[Dynamic Goal Characteristics]], [[Extra-Game Actions]], [[Privileged Abilities]] |
− | Potentially conflicting with: | + | Potentially conflicting with: [[Narration Structures]] |
[[Team Development]] | [[Team Development]] | ||
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[[Factions]] | [[Factions]] | ||
[[Internal Conflicts]] | [[Internal Conflicts]] | ||
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[[Game Masters]] | [[Game Masters]] | ||
[[Persistent Game Worlds]] | [[Persistent Game Worlds]] | ||
Line 69: | Line 68: | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Teams]], | ||
[[Team Development]] | [[Team Development]] | ||
Revision as of 12:48, 4 August 2015
The possibility for players to plan how game state values and entities should be able to develop.
This pattern is a still a stub.
Contents
Examples
Using the pattern
This planning offers players the chance of Varied Gameplay by making use of New Abilities to instantiate potential Orthogonal Unit Differentiation. Planned Character Development gives the possibility for Team Development in games with Team Play. However, unless games make use of Game Masters, this kind of Freedom of Choice regarding Characters may be difficult to combine with Narrative Structures.
Abstract Player Construct Development
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Instantiates: Continuous Goals, Anticipation, Illusion of Influence, Player Constructed Worlds, Identification, Creative Control, Player Defined Goals
Modulates: Narration Structures, Privileged Abilities
Instantiated by: Rewards
Modulated by: Unknown Goals, Incompatible Goals, Predefined Goals, Dynamic Goal Characteristics, Extra-Game Actions, Privileged Abilities
Potentially conflicting with: Narration Structures
Team Development Roleplaying Exaggerated Perception of Influence Open Destiny Characters Stimulated Planning Freedom of Choice Character Defining Actions Enforced Agent Behavior Factions Internal Conflicts Game Masters Persistent Game Worlds Abstract Player Constructs Abstract Player Construct Development Character Development Player Characters Improved Abilities Gain Competence New Abilities Skills Competence Areas Unlocking
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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