Complex Gameplay
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
(Right level of complexity)
Contents
Examples
Game of Life Magic: the Gathering both which are Turing equivalent.
Europa Universalis series Crusader Kings series
Anti-Examples
optional
Using the pattern
number of game components, number of rules, number of combinations of actions (and how well these can be predicted)
Can Be Instantiated By
Abilities, Algorithmic Agents, Asynchronous Collaborative Actions, Attention Swapping, Budgeted Action Points, Combos, Converters, Dedicated Game Facilitators, Enemies, Evolving Rule Sets, Game Masters, Indirect Control, Internal Rivalry, Movement, Optional Rules, Orthogonal Differentiation, Perfect Information, Producer-Consumer, Puzzle Solving, Red Herrings, Resources, Resource Management, Rhythm-Based Actions, Rock-Paper-Scissors, Role Reversal, Skills, Trumps, Units, Variable Accuracy, Varying Rule Sets
Betrayal together with Cooperation or Teams
Collaborative Actions together with Delayed Effects or Delayed Reciprocity
Limited Resources together with Traverse
Trading together with Delayed Effects
(have below as example for Algorithmic Agents, Dedicated Game Facilitators, or Game Masters)
Non-Player Characters with Algorithmic Agents, Dedicated Game Facilitators, or Game Masters
(have below as example for Enemies and [[Goal Hierarchies)
Quests together with with Enemies or Goal Hierarchies
Can Be Modulated By
Ability Losses, Exaggerated Perception of Influence, Extra-Game Information, Limited Foresight, Limited Planning Ability, Narration Structures, Smooth Learning Curves, Time Pressure, Varying Rule Sets
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Complex Gameplay can have several different far-reaching consequences for a game design. First, it can lead to Challenging Gameplay and possibly FUBAR Enjoyment. Second, it can lead to Solution Uncertainty and due to this Experimenting. It does however not need to lead to both at the same time, and when a game with Complex Gameplay lacks challenging aspects (at least sometimes), it can provide Creative Control and let players engage in Pottering (Minecraft can be seen as an example of this). All these consequences can lead to Cognitive Engrossment so this is perhaps one of the more predictable effects of Complex Gameplay.
Being able to handle
Can Instantiate
(put this as example of above game mastery)
with Combos
with Resource Management
Can Modulate
Analysis Paralysis, Stimulated Planning
Potentially Conflicting With
Relations
Can Instantiate
Challenging Gameplay, Cognitive Engrossment, Creative Control, Excise, Experimenting, FUBAR Enjoyment, Game Mastery, Pottering, Solution Uncertainty
with Resource Management
Can Modulate
Analysis Paralysis, Stimulated Planning
Can Be Instantiated By
Abilities, Algorithmic Agents, Asynchronous Collaborative Actions, Attention Swapping, Budgeted Action Points, Combos, Converters, Dedicated Game Facilitators, Enemies, Evolving Rule Sets, Game Masters, Indirect Control, Internal Rivalry, Movement, Optional Rules, Orthogonal Differentiation, Perfect Information, Producer-Consumer, Puzzle Solving, Red Herrings, Resources, Resource Management, Rhythm-Based Actions, Rock-Paper-Scissors, Role Reversal, Skills, Trumps, Units, Variable Accuracy, Varying Rule Sets
Betrayal together with Cooperation or Teams
Collaborative Actions together with Delayed Effects or Delayed Reciprocity
Limited Resources together with Traverse
Trading together with Delayed Effects
Can Be Modulated By
Ability Losses, Exaggerated Perception of Influence, Extra-Game Information, Limited Foresight, Limited Planning Ability, Narration Structures, Smooth Learning Curves, Time Pressure, Varying Rule Sets
Possible Closure Effects
-
Potentially Conflicting With
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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