Entrenching Gameplay

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Games where the perceivable game state becomes less and less mutable as gameplay continues.

In some games, effects of the actions players do cannot be undone. When these effects combine they can limit the possible future gameplay actions and steer the gameplay towards focusing on dealing with the local situations that have arisen. This leads to a form of Entrenching Gameplay where while the initial gameplay may be seen as quite open or unpredictable, the later gameplay

This pattern is a still a stub.

Examples

Go, Settlers of Catan

Carcassonne


, effektivt men också temporärt i RTS och vissa FPS:er

Sokoban


Anti-Examples

Munchkin

Using the pattern

Entrenching Gameplay is often used to create Predictable Gameplay Time, if this is the cause of using the pattern then an alternative is using Positive Feedback Loops instead.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Entrenching Gameplay often makes games exhibit Middlegame and Endgame phases; Startgame phases can occur but may not if Randomness plays a large roll in the beginning of the game (as in e.g. Carcassonne).

Relations

Can Instantiate

Endgame, Middlegame, Predictable Gameplay Time

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

Karl-Petter Åkesson