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
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
in wiki already
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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
old
Experimenting, Analysis Paralysis, Right Level of Difficulty Red Herrings, Rhythm-Based Actions,
Downtime, Illusion of Influence
Can Instantiate
Cognitive Engrossment, Creative Control, Game Mastery,
with ...
Can Modulate
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Can Be Instantiated By
Attention Swapping, Producer-Consumer, Resource Management, Converters, Perfect Information, Role Reversal, Indirect Control,
Can Be Modulated By
Limited Foresight, Limited Planning Ability, Smooth Learning Curves,
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]. The update has made the pattern be rather close to the concept of analytic complexity described in Costikyan's book Uncertainty in Games[2].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
- ↑ Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.
Acknowledgements
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