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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[[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]] | ||
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[[Player Characters]] | [[Player Characters]] | ||
[[Improved Abilities]] | [[Improved Abilities]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Rewards]] | [[Rewards]] | ||
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+ | [[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.
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
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
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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