Trade-Offs
Gameplay situations where players must choose between several different options and compare values against each other.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Internal Rivalry Tools Armor Ammunition
One-Way Travel Choke Points
Budgeted Action Points Improved Abilities
Decreased Abilities Ability Losses
New Abilities Token Placement
No-Use Bonus Chargers
Upgrades Deterioration
Area Control Combat Parties
Equipment Slots Cameras
Drafting Spreads Traverse
Can Instantiate
Balancing Effects, Gameplay Mastery, Stimulated Planning, Strategic Knowledge, Tactical Planning, Tension
Can Modulate
Challenging Gameplay, Cognitive Engrossment, Committed Goals, Stealth
Can Be Instantiated By
Bidding, Consumers, Converters, Extended Actions, Freedom of Choice, Guard, Heterogeneous Game Element Ownership, Interruptibility, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals, Sockets, Time Limits, Traces, Units
Can Be Modulated By
Attention Swapping, Limited Resources, Producers, Supporting Goals
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Tradeoffs 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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