Persistent Game World Changes
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Although many games let players affect the game worlds in which gameplay takes place, this may not affect the worlds significantly. This may be because one is only manipulating specific elements with in it, that the effects disappear after a while, or that things reset to let other players have the possibility of experiencing the same gameplay. When instead player actions leave lasting effects in game worlds beyond those related only to their own gameplay statistics, this shows that games support Persistent Game World Changes.
Contents
Examples
Slaves to Armok II: Dwarf Fortress
Dungeons & Dragons World of Darkness
Using the pattern
changes that don't just go away and don't involve manipulating game items
Persistent Game World Changes concerns changes in the "external" Game Worlds rather than "internal" one that relates to players' attributes. However, since both concern how players perceive Value of Effort in games, it may be worthwhile to consider Abstract Player Construct Development in conjunction to Persistent Game World Changes.
Can Be Instantiated By
Construction, Destructible Objects, Irreversible Events, Reconfigurable Game Worlds, Switches
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Can Modulate
Persistent Game World Changes
Instances do not work well together with Persistent Game World Changes since they are temporary constructs and any changes within them can only last as long as the Instances itself.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Construction, Destructible Objects, Irreversible Events, Reconfigurable Game Worlds, Switches
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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