Difference between revisions of "Player-Planned Development"
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Potentially conflicting with: [[Narration Structures]] | Potentially conflicting with: [[Narration Structures]] | ||
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[[Characters]] | [[Characters]] | ||
[[Stimulated Planning]] | [[Stimulated Planning]] | ||
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[[Continuous Goals]], | [[Continuous Goals]], | ||
[[Creative Control]], | [[Creative Control]], | ||
+ | [[Exaggerated Perception of Influence]], | ||
[[Identification]], | [[Identification]], | ||
[[Illusion of Influence]], | [[Illusion of Influence]], | ||
+ | [[Open Destiny]], | ||
[[Player Defined Goals]] | [[Player Defined Goals]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Player Created Game Elements]], | [[Player Created Game Elements]], | ||
+ | [[Roleplaying]], | ||
[[Teams]], | [[Teams]], | ||
[[Team Development]] | [[Team Development]] |
Revision as of 13:07, 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:
Modulates: Narration Structures, Privileged Abilities
Modulated by: Privileged Abilities
Potentially conflicting with: Narration Structures
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
Anticipation, Continuous Goals, Creative Control, Exaggerated Perception of Influence, Identification, Illusion of Influence, Open Destiny, Player Defined Goals
Can Modulate
Player Created Game Elements, Roleplaying, Teams, Team Development
Can Be Instantiated By
Can Be Modulated By
Dynamic Goal Characteristics, Extra-Game Actions, Incompatible Goals, Predefined Goals, Unknown Goals
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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