Player-Planned Development
The possibility for players to plan how game state values and entities should be able to develop.
This pattern is a still a stub.
Examples
Using the pattern
This planning offers players the chance of Varied Gameplay by making use of New Abilities to instantiate potential Orthogonal Unit Differentiation. Planned Character Development gives the possibility for Team Development in games with Team Play. However, unless games make use of Game Masters, this kind of Freedom of Choice regarding Characters may be difficult to combine with Narrative Structures.
Abstract Player Construct Development
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
--- Instantiates:
Modulates: Narration Structures, Privileged Abilities
Modulated by: Privileged Abilities
Potentially conflicting with: Narration Structures
Player Characters Improved Abilities Gain Competence New Abilities Skills Competence Areas Unlocking
Can Instantiate
Anticipation, Continuous Goals, Creative Control, Enforced Agent Behavior, Exaggerated Perception of Influence, Identification, Illusion of Influence, Internal Conflicts, Open Destiny, Player Defined Goals, Stimulated Planning
with Persistent Game Worlds
Can Modulate
Player Created Game Elements, Roleplaying, Teams, Team Development
Can Be Instantiated By
Character Defining Actions, Factions, Game Masters, Rewards
Characters together with Character Development and Freedom of Choice
Abstract Player Constructs together with Abstract Player Construct Development and Freedom of Choice
Can Be Modulated By
Dynamic Goal Characteristics, Extra-Game Actions, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Unknown Goals
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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