Difference between revisions of "Varied Gameplay"
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− | '' | + | ''Variation in gameplay for a game, either within a single play session or between different play sessions.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
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== Relations == | == Relations == | ||
+ | [[Real-Time Games]] | ||
+ | [[Rhythm-Based Actions]] | ||
+ | [[Time Limits]] | ||
+ | [[Randomness]] | ||
+ | [[Replayability]] | ||
+ | [[Challenging Gameplay]] | ||
+ | [[Units]] | ||
+ | [[Open Destiny]] | ||
+ | [[Levels]] | ||
+ | [[Backtracking Levels]] | ||
+ | [[AI Players]] | ||
+ | [[Strategic Planning]] | ||
+ | [[Enemies]] | ||
+ | [[Freedom of Choice]] | ||
+ | [[Multiplayer Games]] | ||
+ | [[Torchlight]] | ||
+ | [[Internal Conflicts]] | ||
+ | [[Internal Rivalry]] | ||
+ | [[Single-Player Games]] | ||
+ | [[Testing Achievements]] | ||
+ | [[Game Worlds]] | ||
+ | [[Ephemeral Goals]] | ||
+ | [[Minigames]] | ||
+ | [[Evolving Rule Sets]] | ||
+ | [[Varying Rule Sets]] | ||
+ | [[Persistent Game Worlds]] | ||
+ | [[No-Ops]] | ||
+ | [[Geometric Progression]] | ||
+ | [[Cooldown]] | ||
+ | [[Alien Space Bats]] | ||
+ | [[Vehicles]] | ||
+ | [[Environmental Effects]] | ||
+ | [[Asymmetric Starting Conditions]] | ||
+ | [[Weapons]] | ||
+ | [[Abstract Player Construct Development]] | ||
+ | [[Character Development]] | ||
+ | [[Inaccessible Areas]] | ||
+ | [[Boss Monsters]] | ||
+ | [[Privileged Movement]] | ||
+ | [[Flanking Routes]] | ||
+ | [[Temporary Abilities]] | ||
+ | [[Privileged Abilities]] | ||
+ | [[Improved Abilities]] | ||
+ | [[Ability Losses]] | ||
+ | [[New Abilities]] | ||
+ | [[Back-to-Back Game Sessions]] | ||
+ | [[Sidegrades]] | ||
+ | [[Camping]] | ||
+ | [[Area Control]] | ||
+ | [[Achilles' Heels]] | ||
+ | [[Vulnerabilities]] | ||
+ | [[Vision Modes]] | ||
+ | [[Functional Roles]] | ||
+ | [[Skills]] | ||
+ | [[Competence Areas]] | ||
+ | [[Orthogonal Differentiation]] | ||
+ | [[Polyathlons]] | ||
+ | [[Reconfigurable Game Worlds]] | ||
+ | [[Tile-Laying]] | ||
+ | [[Procedurally Generated Game Worlds]] | ||
+ | [[Social Roles]] | ||
+ | [[Resources]] | ||
+ | [[Complex Gameplay]] | ||
+ | |||
+ | Instantiates: [[Right Level of Difficulty]] | ||
+ | |||
+ | Modulates: Competence Areas, Game Mastery, Narrative Structures | ||
+ | |||
+ | Instantiated by: Reconfigurable Game World, Achilles' Heels, Character Development, Asymmetric Abilities, Units, Converters, Resources, Budgeted Action Points, Transfer of Control, Selectable Sets of Goals, Dynamic Alliances, Incompatible Goals, Polyathlons, Levels, Freedom of Choice, Ability Losses, Social Organizations, Games within Games, New Abilities, Asymmetric Resource Distribution, Skills, Orthogonal Unit Differentiation, Tile-Laying, Asymmetric Goals, Higher-Level Closures as Gameplay Progresses, Producer-Consumer | ||
+ | |||
+ | Modulated by: Red Herrings, Diminishing Returns, Levels, Characters, Non-Renewable Resources, Supporting Goals | ||
+ | |||
+ | Potentially conflicting with: Quick Games, Sensory-Motoric Immersion, Camping, Symmetric Resource Distribution, No-Ops | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 17:40, 15 July 2016
Variation in gameplay for a game, either within a single play session or between different play sessions.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Real-Time Games Rhythm-Based Actions Time Limits Randomness Replayability Challenging Gameplay Units Open Destiny Levels Backtracking Levels AI Players Strategic Planning Enemies Freedom of Choice Multiplayer Games Torchlight Internal Conflicts Internal Rivalry Single-Player Games Testing Achievements Game Worlds Ephemeral Goals Minigames Evolving Rule Sets Varying Rule Sets Persistent Game Worlds No-Ops Geometric Progression Cooldown Alien Space Bats Vehicles Environmental Effects Asymmetric Starting Conditions Weapons Abstract Player Construct Development Character Development Inaccessible Areas Boss Monsters Privileged Movement Flanking Routes Temporary Abilities Privileged Abilities Improved Abilities Ability Losses New Abilities Back-to-Back Game Sessions Sidegrades Camping Area Control Achilles' Heels Vulnerabilities Vision Modes Functional Roles Skills Competence Areas Orthogonal Differentiation Polyathlons Reconfigurable Game Worlds Tile-Laying Procedurally Generated Game Worlds Social Roles Resources Complex Gameplay
Instantiates: Right Level of Difficulty
Modulates: Competence Areas, Game Mastery, Narrative Structures
Instantiated by: Reconfigurable Game World, Achilles' Heels, Character Development, Asymmetric Abilities, Units, Converters, Resources, Budgeted Action Points, Transfer of Control, Selectable Sets of Goals, Dynamic Alliances, Incompatible Goals, Polyathlons, Levels, Freedom of Choice, Ability Losses, Social Organizations, Games within Games, New Abilities, Asymmetric Resource Distribution, Skills, Orthogonal Unit Differentiation, Tile-Laying, Asymmetric Goals, Higher-Level Closures as Gameplay Progresses, Producer-Consumer
Modulated by: Red Herrings, Diminishing Returns, Levels, Characters, Non-Renewable Resources, Supporting Goals
Potentially conflicting with: Quick Games, Sensory-Motoric Immersion, Camping, Symmetric Resource Distribution, No-Ops
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Varied Gameplay that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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