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
Can Be Instantiated By
Ability Losses, Area Control, Bidding, Budgeted Action Points, Cameras, Chargers, Choke Points, Consumers, Converters, Combat, Deterioration, Drafting Spreads, Equipment Slots, Extended Actions, Freedom of Choice, Guard, Heterogeneous Game Element Ownership, Internal Conflicts, Interruptibility, No-Use Bonus, One-Way Travel, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals, Sockets, Time Limits, Token Placement, Traces, Units, Upgrades
Ability Losses together with New Abilities
Actions Have Diegetically Social Consequences together with Internal Rivalry
Decreased Abilities together with Ammunition or Armor
Improved Abilities together with Ammunition
Limited Resources together with Parties
Tools together with Resources or Deterioration
Can Be Modulated By
Attention Swapping, Limited Resources, Producers, Supporting Goals
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Balancing Effects, Gameplay Mastery, Stimulated Planning, Strategic Knowledge, Tactical Planning, Tension
in Multiplayer Games which are also Turn-Based Games
Can Modulate
Challenging Gameplay, Cognitive Engrossment, Committed Goals, Stealth
Relations
Can Instantiate
Balancing Effects, Gameplay Mastery, Stimulated Planning, Strategic Knowledge, Tactical Planning, Tension
in Multiplayer Games which are also Turn-Based Games
Can Modulate
Challenging Gameplay, Cognitive Engrossment, Committed Goals, Stealth
Can Be Instantiated By
Ability Losses, Area Control, Bidding, Budgeted Action Points, Cameras, Chargers, Choke Points, Consumers, Converters, Combat, Deterioration, Drafting Spreads, Equipment Slots, Extended Actions, Freedom of Choice, Guard, Heterogeneous Game Element Ownership, Internal Conflicts, Interruptibility, No-Use Bonus, One-Way Travel, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals, Sockets, Time Limits, Token Placement, Traces, Units, Upgrades
Ability Losses together with New Abilities
Actions Have Diegetically Social Consequences together with Internal Rivalry
Decreased Abilities together with Ammunition or Armor
Improved Abilities together with Ammunition
Limited Resources together with Parties
Tools together with Resources or Deterioration
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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