Difference between revisions of "Gameplay Mastery"
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==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
− | + | As a game with no gameplay, [[Gameplay Mastery]] is impossible to achieve [[Progress Quest]]. Story-driven games, e.g. [[:Category:Adventure Games|Adventure Games]], e.g. [[Day of the Tentacle]], [[Fahrenheit]], [[Grim Fandango]], and the [[Walking Dead series]], have little or no gameplay that allows specific skills or knowledge to develop that can be re-used so claiming [[Gameplay Mastery]] in these are difficult to do. The exception may be in general puzzle solving based on the types of puzzle that exist in a particular genre or that a particular game designer creates. | |
== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Achievements]], | ||
+ | [[Betting]], | ||
+ | [[Challenging Gameplay]], | ||
+ | [[Competence Areas]], | ||
+ | [[Complex Gameplay]], | ||
+ | [[Construction/Scoring Phase Shift]], | ||
+ | [[Collaborative Actions]], | ||
+ | [[Deck Building]], | ||
+ | [[Dexterity-Based Actions]], | ||
+ | [[Difficulty Levels]], | ||
+ | [[Enactment]], | ||
+ | [[Experimenting]], | ||
+ | [[Extended Actions]], | ||
+ | [[Flip-Flop Events]], | ||
+ | [[FUBAR Enjoyment]], | ||
+ | [[Further Player Improvement Potential]], | ||
+ | [[Limited Resources]], | ||
+ | [[Memorizing]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Negotiation]], | ||
+ | [[Obstacles]], | ||
+ | [[Overcome]], | ||
+ | [[Paper-Rock-Scissors]], | ||
+ | [[Perceivable Margins]], | ||
+ | [[Player Physical Prowess]], | ||
+ | [[Player Unpredictability]], | ||
+ | [[Pre-Customized Decks]], | ||
+ | [[Predefined Goals]], | ||
+ | [[Predictable Consequences]], | ||
+ | [[Puzzle Solving]], | ||
+ | [[Real World Knowledge Advantages]], | ||
+ | [[Resource Management]], | ||
+ | [[Rhythm-Based Actions]], | ||
+ | [[Risk/Reward]], | ||
+ | [[Seamful Gameplay]], | ||
+ | [[Smooth Learning Curves]], | ||
+ | [[Social Skills]], | ||
+ | [[Speedending]], | ||
+ | [[Speedruns]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Storytelling]], | ||
+ | [[Strategic Knowledge]], | ||
+ | [[Tactical Planning]], | ||
+ | [[Timing]], | ||
+ | [[Trade-Offs]], | ||
+ | [[Trans-Game Information]], | ||
+ | [[Vehicles]] | ||
+ | |||
+ | [[AI Players]] together with [[Difficulty Levels]] | ||
+ | |||
+ | [[Anonymous Actions]] together with [[Roleplaying]] | ||
+ | |||
+ | [[Combos]] together with [[Challenging Gameplay]] or [[Complex Gameplay]] | ||
+ | |||
+ | [[Construction]] together with with [[Combos]] or [[Emergent Gameplay]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Asymmetric Abilities]], | ||
+ | [[Clickability]], | ||
+ | [[Engrossment]], | ||
+ | [[Excluding Goals]], | ||
+ | [[Goal Achievements]], | ||
+ | [[Handicap Achievements]], | ||
+ | [[High Score Lists]], | ||
+ | [[Illusionary Rewards]], | ||
+ | [[Levels]], | ||
+ | [[Meta Games]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Penalties]], | ||
+ | [[Player Balance]], | ||
+ | [[Public Player Statistics]], | ||
+ | [[Red Queen Dilemmas]], | ||
+ | [[Rewards]], | ||
+ | [[Sidegrades]], | ||
+ | [[Spectators]], | ||
+ | [[Symmetry]], | ||
+ | [[Tournaments]], | ||
+ | [[Uncertainty of Outcome]], | ||
+ | [[Varied Gameplay]] | ||
+ | |||
+ | [[Repeat Combos]] together with [[Goal Achievements]] or [[Spectators]] | ||
+ | |||
+ | === Possible Closure Effects === | ||
+ | - | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Auto-Aim]], | ||
+ | [[Balancing Effects]], | ||
+ | [[Challenging Gameplay]], | ||
+ | [[Difficulty Levels]], | ||
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Luck]], | ||
+ | [[Player Augmentations]], | ||
+ | [[Player/Character Skill Composites]], | ||
+ | [[Purchasable Game Advantages]], | ||
+ | [[Randomness]], | ||
+ | [[Vision Modes]] | ||
+ | |||
+ | [[Emotional Engrossment]] in games with [[Algorithmic Agents]] | ||
+ | |||
+ | [[Player/Character Skill Composites]] together with [[Character Development]] or [[Player Balance]] | ||
+ | |||
+ | [[Player Balance]] in [[Multiplayer Games]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 42: | Line 147: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Actor Detachment]], | ||
+ | [[Emotional Engrossment]], | ||
+ | [[Empowerment]], | ||
+ | [[Investments]], | ||
+ | [[Player Agency]], | ||
+ | [[Predictable Winner]], | ||
+ | [[Social Roles]], | ||
+ | [[Replayability]], | ||
+ | [[Role Fulfillment]], | ||
+ | [[Social Rewards]], | ||
+ | [[Team Development]], | ||
+ | [[Value of Effort]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Middlegame]], | ||
+ | [[Performance Uncertainty]], | ||
+ | [[Player/Character Skill Composites]] | ||
+ | |||
== Relations == | == Relations == |
Revision as of 08:15, 11 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
As a game with no gameplay, Gameplay Mastery is impossible to achieve Progress Quest. Story-driven games, e.g. Adventure Games, e.g. Day of the Tentacle, Fahrenheit, Grim Fandango, and the Walking Dead series, have little or no gameplay that allows specific skills or knowledge to develop that can be re-used so claiming Gameplay Mastery in these are difficult to do. The exception may be in general puzzle solving based on the types of puzzle that exist in a particular genre or that a particular game designer creates.
Using the pattern
Can Be Instantiated By
Achievements, Betting, Challenging Gameplay, Competence Areas, Complex Gameplay, Construction/Scoring Phase Shift, Collaborative Actions, Deck Building, Dexterity-Based Actions, Difficulty Levels, Enactment, Experimenting, Extended Actions, Flip-Flop Events, FUBAR Enjoyment, Further Player Improvement Potential, Limited Resources, Memorizing, Multiplayer Games, Negotiation, Obstacles, Overcome, Paper-Rock-Scissors, Perceivable Margins, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predefined Goals, Predictable Consequences, Puzzle Solving, Real World Knowledge Advantages, Resource Management, Rhythm-Based Actions, Risk/Reward, Seamful Gameplay, Smooth Learning Curves, Social Skills, Speedending, Speedruns, Stimulated Planning, Storytelling, Strategic Knowledge, Tactical Planning, Timing, Trade-Offs, Trans-Game Information, Vehicles
AI Players together with Difficulty Levels
Anonymous Actions together with Roleplaying
Combos together with Challenging Gameplay or Complex Gameplay
Construction together with with Combos or Emergent Gameplay
Can Be Modulated By
Asymmetric Abilities, Clickability, Engrossment, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Levels, Meta Games, Multiplayer Games, Penalties, Player Balance, Public Player Statistics, Red Queen Dilemmas, Rewards, Sidegrades, Spectators, Symmetry, Tournaments, Uncertainty of Outcome, Varied Gameplay
Repeat Combos together with Goal Achievements or Spectators
Possible Closure Effects
-
Potentially Conflicting With
Auto-Aim, Balancing Effects, Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Randomness, Vision Modes
Emotional Engrossment in games with Algorithmic Agents
Player/Character Skill Composites together with Character Development or Player Balance
Player Balance in Multiplayer Games
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Actor Detachment, Emotional Engrossment, Empowerment, Investments, Player Agency, Predictable Winner, Social Roles, Replayability, Role Fulfillment, Social Rewards, Team Development, Value of Effort
Can Modulate
Middlegame, Performance Uncertainty, Player/Character Skill Composites
Relations
Can Instantiate
Actor Detachment, Emotional Engrossment, Empowerment, Investments, Player Agency, Predictable Winner, Social Roles, Replayability, Role Fulfillment, Social Rewards, Team Development, Value of Effort
Can Modulate
Middlegame, Performance Uncertainty, Player/Character Skill Composites
Can Be Instantiated By
Achievements, Betting, Challenging Gameplay, Competence Areas, Complex Gameplay, Construction/Scoring Phase Shift, Collaborative Actions, Deck Building, Dexterity-Based Actions, Difficulty Levels, Enactment, Experimenting, Extended Actions, Flip-Flop Events, FUBAR Enjoyment, Further Player Improvement Potential, Limited Resources, Memorizing, Multiplayer Games, Negotiation, Obstacles, Overcome, Paper-Rock-Scissors, Perceivable Margins, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predefined Goals, Predictable Consequences, Puzzle Solving, Real World Knowledge Advantages, Resource Management, Rhythm-Based Actions, Risk/Reward, Seamful Gameplay, Smooth Learning Curves, Social Skills, Speedending, Speedruns, Stimulated Planning, Storytelling, Strategic Knowledge, Tactical Planning, Timing, Trade-Offs, Trans-Game Information, Vehicles
AI Players together with Difficulty Levels
Anonymous Actions together with Roleplaying
Combos together with Challenging Gameplay or Complex Gameplay
Construction together with with Combos or Emergent Gameplay
Can Be Modulated By
Asymmetric Abilities, Clickability, Engrossment, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Levels, Meta Games, Multiplayer Games, Penalties, Player Balance, Public Player Statistics, Red Queen Dilemmas, Rewards, Sidegrades, Spectators, Symmetry, Tournaments, Uncertainty of Outcome, Varied Gameplay
Repeat Combos together with Goal Achievements or Spectators
Possible Closure Effects
-
Potentially Conflicting With
Auto-Aim, Balancing Effects, Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Randomness, Vision Modes
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
-