Trade-Offs
Gameplay situations where players must choose between several different options and compare values against each other.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Analysis Paralysis Time Limits Extended Actions Units Stimulated Planning Tactical Planning Enemies Freedom of Choice Heterogeneous Game Element Ownership Internal Rivalry Tools Game Items Armor Ammunition Sockets Balancing Effects Traces Strategic Knowledge One-Way Travel Choke Points Budgeted Action Points Improved Abilities Decreased Abilities Ability Losses New Abilities Token Placement No-Use Bonus Chargers Upgrades Deterioration Area Control Combat Parties Equipment Slots Cameras Drafting Spreads Traverse
Instantiates: Gameplay Mastery,
Modulates: Cognitive Engrossment, Committed Goals, Determinable Chance to Succeed
Instantiated by: Bidding, Consumers, Converters, Producers, Selectable Sets of Goals, Resource Management, Risk/Reward, Player-Decided Distribution of Rewards & Penalties, Delayed Effects
Modulated by: Attention Swapping, Producers, Limited Resources, Supporting Goals
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Guard, Interruptibility, Renewable Resources, Resources
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Tradeoffs 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
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