Repetitive Gameplay

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.


Examples

Anti-Examples

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Using the pattern

Can Be Instantiated By

Generic Adversaries, Grinding, Pottering

In some games Repetitive gameplay can occur due to the best possible actions for players make them recreate previous game states. One way of handle this is to use Repetition of Position Draws, that is making a game end in a draw if the same game state is repeated enough times. Chess does if a position occurs three times while Shogi does it if a position occurs four times. [Go] instead has the 'rule of ko' to prohibit immediate recreation of the previous position after an opponent's move. This does however not avoid Repetitive Gameplay overall since several ko positions can together create endless cycles. This occurs rarely enough that few players need to care about this, but several Go organizations have superko rules forbidding the recreation of any previous game state.

Potentially Conflicting With

Value of Effort Player Agency,

Narration Aspects

Repetitive Gameplay can be difficult to combine with Narration Structures unless they are also based upon cyclic repetition, e.g. the story structures in the movies Groundhog Day or Edge of Tomorrow. While The Legend of Zelda: Majora's Mask does have such as structure, the amount of gameplay available in each cycle makes this game not have Repetitive Gameplay.

Consequences

Can Instantiate

Cognitive Engrossment, Sensory-Motoric Engrossment, Spatial Engrossment, Value of Effort

Can Modulate

Gameplay Mastery

Relations

Can Instantiate

Cognitive Engrossment, Sensory-Motoric Engrossment, Spatial Engrossment, Value of Effort

Can Modulate

Gameplay Mastery

Can Be Instantiated By

Generic Adversaries, Grinding, Pottering

Can Be Modulated By

Repetition of Position Draws

Possible Closure Effects

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Potentially Conflicting With

Player Agency, Value of Effort

History

New pattern created in this wiki.

References

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Acknowledgements

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