Difference between revisions of "Heterogeneous Game Element Ownership"
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== Using the pattern == | == Using the pattern == | ||
By definition, [[Heterogeneous Game Element Ownership]] is meaningful for [[Multiplayer Games]]. | By definition, [[Heterogeneous Game Element Ownership]] is meaningful for [[Multiplayer Games]]. | ||
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Typical game elements used to construct game instances are [[Cards]] (e.g. [[Magic: The Gathering]]) or [[Units]] (e.g. [[Warhammer Battle]] and [[Warhammer 40K]]). Less common are those that let players have [[Creative Control]] involving the [[Construction]] of [[Algorithmic Agents]] (e.g. [[Crobots]] and [[P-robots]]). | Typical game elements used to construct game instances are [[Cards]] (e.g. [[Magic: The Gathering]]) or [[Units]] (e.g. [[Warhammer Battle]] and [[Warhammer 40K]]). Less common are those that let players have [[Creative Control]] involving the [[Construction]] of [[Algorithmic Agents]] (e.g. [[Crobots]] and [[P-robots]]). | ||
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Game designers need to consider the possible [[Combos]] when designing [[Heterogeneous Game Element Ownership]]. This since players will look for them as part of achieving [[Game Mastery]] but unless the types of combos are balanced this may make various elements unbalance and as an effect easily destroy [[Player Balance]]. This may be mitigated partly through [[Expansions]] that can introduce new rules with the new game elements that balance the game using a [[Evolving Rule Sets|Evolving Rule Set]], although this may also require that old elements are passed out as well. | Game designers need to consider the possible [[Combos]] when designing [[Heterogeneous Game Element Ownership]]. This since players will look for them as part of achieving [[Game Mastery]] but unless the types of combos are balanced this may make various elements unbalance and as an effect easily destroy [[Player Balance]]. This may be mitigated partly through [[Expansions]] that can introduce new rules with the new game elements that balance the game using a [[Evolving Rule Sets|Evolving Rule Set]], although this may also require that old elements are passed out as well. | ||
− | [[Strategic Planning]] and setting up for , and leads to Game Element Trading and that players share Strategic Knowledge as a form of Trans-Game Information. | + | [[Strategic Planning]] and setting up for , and leads to [[Game Element Trading]] and that players share [[Strategic Knowledge]] as a form of [[Trans-Game Information]]. |
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 21:46, 31 January 2011
Game designs that require players to contribute with the game elements anew for each game instance.
This pattern is a still a stub.
Examples
LARPs
Warhammer 40K
Magic the Gathering
Using the pattern
By definition, Heterogeneous Game Element Ownership is meaningful for Multiplayer Games.
Typical game elements used to construct game instances are Cards (e.g. Magic: The Gathering) or Units (e.g. Warhammer Battle and Warhammer 40K). Less common are those that let players have Creative Control involving the Construction of Algorithmic Agents (e.g. Crobots and P-robots).
Game designers need to consider the possible Combos when designing Heterogeneous Game Element Ownership. This since players will look for them as part of achieving Game Mastery but unless the types of combos are balanced this may make various elements unbalance and as an effect easily destroy Player Balance. This may be mitigated partly through Expansions that can introduce new rules with the new game elements that balance the game using a Evolving Rule Set, although this may also require that old elements are passed out as well.
Strategic Planning and setting up for , and leads to Game Element Trading and that players share Strategic Knowledge as a form of Trans-Game Information.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Heterogeneous Game Element Ownership lets players have Freedom of Choice to construct their parts of the game. This also creates a Meta Game consisting of Construction where the game elements are Resources.
When players contribute to games with Algorithmic Agents they have created this allows No Direct Player Influence.
Relations
Can Instantiate
Construction, Creative Control, Freedom of Choice, Meta Games, Resources
with Algorithmic Agents
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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