Difference between revisions of "Gameplay Mastery"
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== Relations == | == Relations == | ||
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[[Single-Player Games]] | [[Single-Player Games]] | ||
[[Grind Achievements]] | [[Grind Achievements]] | ||
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[[Speedruns]] | [[Speedruns]] | ||
[[Handicap Systems]] | [[Handicap Systems]] | ||
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[[Persistent Game Worlds]] | [[Persistent Game Worlds]] | ||
[[Grinding]] | [[Grinding]] | ||
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[[Player Unpredictability]] | [[Player Unpredictability]] | ||
[[Performance Uncertainty]] | [[Performance Uncertainty]] | ||
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[[Uncertainty of Outcome]] | [[Uncertainty of Outcome]] | ||
[[Flip-Flop Events]] | [[Flip-Flop Events]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | [[Replayability]] | + | [[Replayability]], |
+ | [[Role Fulfillment]] | ||
=== Can Modulate === | === Can Modulate === | ||
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[[Achievements]], | [[Achievements]], | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
+ | [[Complex Gameplay]], | ||
+ | [[Difficulty Levels]], | ||
[[Extended Actions]], | [[Extended Actions]], | ||
− | [[Further Player Improvement Potential]] | + | [[FUBAR Enjoyment], ] |
+ | [[Further Player Improvement Potential]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Tactical Planning]] | ||
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+ | [[Combos]] together with [[Challenging Gameplay]] or [[Complex Gameplay]] | ||
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+ | [[AI Players]] together with [[Difficulty Levels]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[High Score Lists]] | + | [[Handicap Achievements]], |
+ | [[High Score Lists]], | ||
+ | [[Multiplayer Games]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
+ | [[Difficulty Levels]], | ||
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Freedom of Choice]], | ||
[[Luck]], | [[Luck]], | ||
[[Player/Character Skill Composites]], | [[Player/Character Skill Composites]], | ||
[[Randomness]] | [[Randomness]] | ||
+ | |||
+ | [[Emotional Engrossment]] in games with [[Algorithmic Agents]] | ||
[[Player/Character Skill Composites]] together with [[Character Development]] or [[Player Balance]] | [[Player/Character Skill Composites]] together with [[Character Development]] or [[Player Balance]] | ||
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+ | [[Player Balance]] in [[Multiplayer Games]] | ||
== History == | == History == |
Revision as of 13:37, 10 August 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
League of Legends Defense of the Ancients
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Single-Player Games Grind Achievements Goal Achievements Ephemeral Goals Speedruns Handicap Systems Persistent Game Worlds Grinding Collaborative Actions Purchasable Game Advantages Construction Memorizing Public Player Statistics Anonymous Actions Vehicles Obstacles Balancing Effects Repeat Combos Clickability Strategic Knowledge Predictable Consequences Gain Competence Sidegrades Handles Vision Modes Puzzle Solving Auto-Aim Dexterity-Based Actions Meta Games PvP Social Rewards Social Skills Social Roles Actor Detachment Player Physical Prowess Real World Knowledge Advantages Seamful Gameplay Spectators Predictable Winner Storytelling Enactment Excluding Goals Player Unpredictability Performance Uncertainty Uncertainty of Outcome Flip-Flop Events Speedending Construction/Scoring Phase Shift Player Augmentations Player Agency Deck Building Pre-Customized Decks Middlegame Team Development Teams Illusionary Rewards Rewards Value of Effort Trade-Offs Varied Gameplay
Instantiates: Emotional Engrossment, Empowerment, Investments
Instantiated by: Competence Areas, Perceivable Margins, Trans-Game Information, Resource Management, Rhythm-Based Actions, Overcome, Experimenting, Limited Resources, Negotiation, Predefined Goals, Timing, Risk/Reward, Smooth Learning Curves, Paper-Rock-Scissors, Betting
Modulated by: , Penalties, Asymmetric Abilities, Tournaments, Red Queen Dilemmas, Player Balance, Engrossment, Levels, Symmetry
Can Instantiate
Replayability, Role Fulfillment
Can Modulate
Player/Character Skill Composites
Can Be Instantiated By
Achievements, Challenging Gameplay, Complex Gameplay, Difficulty Levels, Extended Actions, [[FUBAR Enjoyment], ] Further Player Improvement Potential, Multiplayer Games, Stimulated Planning, Tactical Planning
Combos together with Challenging Gameplay or Complex Gameplay
AI Players together with Difficulty Levels
Can Be Modulated By
Handicap Achievements, High Score Lists, Multiplayer Games
Possible Closure Effects
-
Potentially Conflicting With
Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player/Character Skill Composites, Randomness
Emotional Engrossment in games with Algorithmic Agents
Player/Character Skill Composites together with Character Development or Player Balance
Player Balance in Multiplayer Games
History
An updated version of the pattern Gameplay Mastery 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
-