Asymmetric Gameplay
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Many Roleplaying Games, e.g. Dungeons & Dragons and World of Warcraft, provide Asymmetric Gameplay through letting players create characters to control that each have different abilities and roles depending on choices such as profession and race.
The board game Vast: The Crystal Caverns provides each player with very different goals and actions, one being that of a dragon, another being that of knight, and a third being that of the cave in which the others move about. Other board games providing players with very asymmetrical gameplay include Ogre and Space Hulk. Both let one player control significantly more units than the other and Space Hulk puts time limits on one player but not on the other. A weaker example can be found in Memoir '44 where the asymmetry consists of differences in types and numbers of "command cards" (and to a lesser degree units).
Using the pattern
Asymmetric Gameplay is typically used in a game design to provide Varied Gameplay. It is typically designed as part of a game through a more specific pattern, e.g. Asymmetric Abilities, Asymmetric Goals, Asymmetric Information, Asymmetric Resource Distribution, Asymmetric Roles, or Asymmetric Starting Conditions
Naturally, Asymmetric Gameplay is in conflict with having Symmetry on the same level in a game.
Consequences
As stated above, Asymmetric Gameplay creates Varied Gameplay. It typically through this also provides Replayability as long as not all types of gameplay are guaranteed to be exhausted within a game instance.
Relations
Can Instantiate
Replayability, Varied Gameplay
Can Modulate
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Can Be Instantiated By
Asymmetric Abilities, Asymmetric Goals, Asymmetric Information, Asymmetric Resource Distribution, Asymmetric Roles, Asymmetric Starting Conditions
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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