Gameplay Engines

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Revision as of 10:34, 28 January 2015 by Staffan Björk (Talk | contribs) (Consequences)

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Be Instantiated By

Combos, Construction, Emergent Gameplay, Positive Feedback Loops

Can Be Modulated By

Construction/Scoring Phase Shift

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Gameplay Engines can be seen as a form of Abstract Player Constructs, or as goal requirement for which effects there should have. Building them are a form of Investments and Supporting Goals for winning a game, typically those that have Winner determined after Gameplay Ends. Since typically games that provide Gameplay Engines provide many different types of them, choosing one to try and build is a Player Defined Goals as well as being Constructive Gameplay. Building efficient Gameplay Engines typically require both Strategic Knowledge and Strategic Planning.

Construction/Scoring Phase Shift often occur in games which have Scores and allow the construction of Gameplay Engines.

Relations

Can Instantiate

Abstract Player Constructs, Constructive Gameplay, Investments, Player Defined Goals, Strategic Knowledge, Strategic Planning, Supporting Goals

with Scores

Construction/Scoring Phase Shift

Can Modulate

Winner determined after Gameplay Ends

Can Be Instantiated By

Combos, Construction, Emergent Gameplay, Positive Feedback Loops

Can Be Modulated By

Construction/Scoring Phase Shift

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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