Difference between revisions of "Varied Gameplay"

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(Relations)
(Relations)
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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]]
 
[[Negative Feedback Loops]]
 
 
[[Torchlight]]
 
[[Torchlight]]
 +
 
[[Internal Conflicts]]
 
[[Internal Conflicts]]
 
[[Internal Rivalry]]
 
[[Internal Rivalry]]
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[[Testing Achievements]]
 
[[Testing Achievements]]
 
[[Game Worlds]]
 
[[Game Worlds]]
[[Ephemeral Goals]]
 
 
[[Minigames]]
 
[[Minigames]]
 
[[Evolving Rule Sets]]
 
[[Evolving Rule Sets]]
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[[Persistent Game Worlds]]
 
[[Persistent Game Worlds]]
 
[[No-Ops]]
 
[[No-Ops]]
[[Geometric Progression]]
 
 
[[Cooldown]]
 
[[Cooldown]]
 
[[Alien Space Bats]]
 
[[Alien Space Bats]]
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[[Vulnerabilities]]
 
[[Vulnerabilities]]
 
[[Vision Modes]]
 
[[Vision Modes]]
[[Functional Roles]]
 
 
[[Skills]]
 
[[Skills]]
 
[[Competence Areas]]
 
[[Competence Areas]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Challenging Gameplay]]
  
 
==== with ... ====
 
==== with ... ====
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[AI Players]],
 +
[[Backtracking Levels]],
 +
[[Ephemeral Goals]],
 +
[[Freedom of Choice]],
 +
[[Levels]],
 +
[[Replayability]],
 +
[[Units]]
 +
 
 +
[[Functional Roles]] together with [[Multiplayer Games]]
 +
 
 +
[[Geometric Progression]] together with [[Negative Feedback Loops]]
 +
 
 +
[[Open Destiny]] together with [[Limited Set of Actions]]
 +
 
 +
[[Randomness]] together with [[Enemies]], [[Ephemeral Goals]] or [[Quests]]
 +
 
 +
[[Strategic Planning]] together with [[Replayability]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 09:14, 7 September 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.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Torchlight

Internal Conflicts Internal Rivalry Single-Player Games Testing Achievements Game Worlds Minigames Evolving Rule Sets Varying Rule Sets Persistent Game Worlds No-Ops 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 Skills Competence Areas Orthogonal Differentiation Polyathlons Reconfigurable Game Worlds Tile-Laying Procedurally Generated Game Worlds Social Roles Resources Complex Gameplay

Modulates: Gameplay Mastery, Narration Structures

Instantiated by: Asymmetric Abilities, Converters, Budgeted Action Points, Transfer of Control, Selectable Sets of Goals, Dynamic Alliances, Incompatible Goals, Asymmetric Resource Distribution, Asymmetric Goals, Higher-Level Closures as Gameplay Progresses, Producer-Consumer

Modulated by: Red Herrings, Diminishing Returns, Non-Renewable Resources, Supporting Goals

Potentially conflicting with: Quick Games, Sensory-Motoric Engrossment, Symmetric Resource Distribution

Can Instantiate

Challenging Gameplay

with ...

Can Modulate

-

Can Be Instantiated By

AI Players, Backtracking Levels, Ephemeral Goals, Freedom of Choice, Levels, Replayability, Units

Functional Roles together with Multiplayer Games

Geometric Progression together with Negative Feedback Loops

Open Destiny together with Limited Set of Actions

Randomness together with Enemies, Ephemeral Goals or Quests

Strategic Planning together with Replayability

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-