Difference between revisions of "Player-Planned Development"

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(Relations)
(Relations)
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Potentially conflicting with: [[Narration Structures]]
 
Potentially conflicting with: [[Narration Structures]]
  
[[Characters]]
 
[[Freedom of Choice]]
 
 
[[Character Defining Actions]]
 
[[Character Defining Actions]]
 
[[Enforced Agent Behavior]]
 
[[Enforced Agent Behavior]]
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[[Abstract Player Constructs]]
 
[[Abstract Player Constructs]]
 
[[Abstract Player Construct Development]]
 
[[Abstract Player Construct Development]]
[[Character Development]]
+
 
 
[[Player Characters]]
 
[[Player Characters]]
 
[[Improved Abilities]]
 
[[Improved Abilities]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Rewards]]
 
[[Rewards]]
 +
 +
[[Characters]] together with [[Character Development]] and [[Freedom of Choice]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 13:25, 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.

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

Character Development

Unlocking

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Character Defining Actions

--- Instantiates:

Modulates: Narration Structures, Privileged Abilities

Modulated by: Privileged Abilities

Potentially conflicting with: Narration Structures

Character Defining Actions Enforced Agent Behavior Factions Internal Conflicts Game Masters Persistent Game Worlds Abstract Player Constructs Abstract Player Construct 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, Stimulated Planning

Can Modulate

Player Created Game Elements, Roleplaying, Teams, Team Development

Can Be Instantiated By

Rewards

Characters together with Character Development and Freedom of Choice

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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