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
Can Instantiate
Can Modulate
Challenging Gameplay, Cognitive Engrossment, Committed Goals, Stealth
Can Be Instantiated By
Bidding, Consumers, Converters, Guard, Interruptibility, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals
Can Be Modulated By
Attention Swapping, Limited Resources, Producers, Supporting Goals
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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