Abstract Player Construct Development
The development of abstract attributes and characteristics associated with a player of a game.
Games often associate some parts of their structures with the players. When these structures are abstract in the sense of not being direct part of game worlds and they can be improved, this allows for Abstract Player Construct Development in the games.
Contents
Examples
The development of different types of technologies in both the Civilization series and the Europa Universalis series are examples of Abstract Player Construct Development that can provide access to new units, new buildings, improved abilities, and, for the Civilization series, new diplomatic actions.
Units in Civilization series can received experience through combat or through being built where special building exist. With enough experience points these can be traded for promotions that either improve abilities or give new abilities.
Adding cards or tiles to one's setup in Race for the Galaxy, Ursuppe, American Megafauna, Origins: How We Became Human, or Puerto Rico increase one's abilities or provide new ones and thereby provide an Abstract Player Construct Development.
Using the pattern
Making Abstract Player Construct Development present is games naturally requires Abstract Player Constructs, and besides these ways of improving, from the players' perspective, the values, attributes, and abilities in these. Just as Characters are a special case of Abstract Player Constructs, so is Character Development a special case of Abstract Player Construct Development. In both cases, giving players Gain Competence goals lets them align their intentions with what is possible in the game. Expansion and Exploitation are two phases in gameplay arcs where Abstract Player Construct Development is in gameplay focus.
The actual development is typically either New Abilities or Improved Abilities for both Abstract Player Constructs and Characters, but for Abstract Player Construct Development achieved through changes in Technology Trees, promotions, or increases in number of Units or Territories - the Civilization series have all of these and the Europa Universalis series have all but promotions. Improving Units and Territories can also be a way to improve Abstract Player Constructs. It is less common to use Ability Losses or Decreased Abilities to create Abstract Player Construct Development but this can sometimes be motivated from a narrative perspective. In general, any development of Characteristics can be seen as Abstract Player Construct Development.
For games using Cards to describe Abstract Player Constructs, e.g. Race for the Galaxy, Erosion, Ursuppe, American Megafauna, and Origins: How We Became Human, the addition of new Cards provide an easy was to provide Abstract Player Construct Development. More generally, Deck Building can allow for Abstract Player Construct Development using Cards. Puerto Rico shows an example where Tiles fill the same role and Bag Management shows how Tokens can be put to this use in order to create temporary Abstract Player Constructs.
While Abstract Player Construct Development deals with "internal" development of players' Focus Loci, Persistent Game World Changes looks at "external" development of gameplay due to players efforts. Since both relate to how players perceive Value of Effort in games, it makes sense to consider both simultaneously when designing a game.
Consequences
Abstract Player Construct Development can like Character Development provide players with New or Improved Abilities - often directly associated with their Focus Loci and through Unlocking. This can over time produce Paper-Rock-Scissors structures and provide Varied Gameplay. The introduction of these can provide players with both a Value of Effort and an Exaggerated Perception of Influence since they are given more powerful ways of affecting gameplay, even if this is actually offset by increased difficulty as part of a Red Queen Dilemma structure. It can also, depending on what is required for the development, also encourage Grinding. If players have some level of Creative Control regarding the direction of Abstract Player Construct Development the Exaggerated Perception of Influence can be further increased. In addition, it can support Player-Planned Development. With Creative Control over the development, making these become Investments as well.
Relations
Can Instantiate
Exaggerated Perception of Influence, Grinding, Unlocking, Value of Effort
with Creative Control
Investments, Player-Planned Development
with Improved Abilities or New Abilities
Paper-Rock-Scissors, Varied Gameplay
Can Modulate
Focus Loci, Territories, Units
Can Be Instantiated By
Ability Losses, Bag Management, Cards, Character Development, Characteristics, Deck Building, Decreased Abilities, Expansion, Exploitation, Improved Abilities, New Abilities, Powers, Technology Trees, Territories, Tiles, Units
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created for this wiki by Staffan Björk.
References
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Acknowledgements
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