Complex Gameplay
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
(Right level of complexity)
Contents
Examples
Anti-Examples
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Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Pressure Betrayal Cooperation Challenging Gameplay Casual Gameplay Units Algorithmic Agents FUBAR Enjoyment Combos Non-Player Characters Stimulated Planning Enemies Optional Rules Internal Rivalry Varying Rule Sets Grinding Collaborative Actions Quests Predictable Consequences Movement Budgeted Action Points Abilities Decreased Abilities Ability Losses Parties Skills Orthogonal Differentiation Trumps Puzzle Solving Red Herrings Traverse Variable Accuracy Asynchronous Collaborative Actions Resources Solution Uncertainty Algorithm-Based Uncertainty
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An heavily updated version of the pattern Right Level of Complexity that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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