Gameplay Mastery
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
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Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Analysis Paralysis High Score Lists Unwinnable Games Left 4 Dead series Achievements Extended Actions Randomness Luck Replayability Player/Character Skill Composites Challenging Gameplay Casual Gameplay Further Player Improvement Potential Exaggerated Perception of Influence Algorithmic Agents Role Fulfillment FUBAR Enjoyment Combos Turn Taking Stimulated Planning AI Players Tactical Planning Enemies Freedom of Choice Heterogeneous Game Element Ownership Multiplayer Games Handicap Achievements Single-Player Games Grind Achievements Goal Achievements Ephemeral Goals Speedruns Handicap Systems Difficulty Levels Persistent Game Worlds Grinding Collaborative Actions Purchasable Game Advantages Construction Memorizing Public Player Statistics Anonymous Actions Vehicles Obstacles Balancing Effects Repeat Combos Clickability Strategic Knowledge Predictable Consequences Gain Competence Sidegrades Handles Vision Modes Puzzle Solving Auto-Aim Dexterity-Based Actions Meta Games PvP Social Rewards Social Skills Social Roles Actor Detachment Player Physical Prowess Real World Knowledge Advantages Seamful Gameplay Spectators Predictable Winner Storytelling Enactment Excluding Goals Player Unpredictability Performance Uncertainty Complex Gameplay Uncertainty of Outcome Flip-Flop Events Speedending Construction/Scoring Phase Shift Player Augmentations Player Agency Deck Building Pre-Customized Decks Middlegame Team Development Teams Illusionary Rewards Rewards Value of Effort Trade-Offs Varied Gameplay
Instantiates: Emotional Engrossment, Empowerment, Investments
Instantiated by: Competence Areas, Perceivable Margins, Trans-Game Information, Resource Management, Rhythm-Based Actions, Overcome, Experimenting, Limited Resources, Negotiation, Predefined Goals, Timing, Risk/Reward, Smooth Learning Curves, Paper-Rock-Scissors, Betting
Modulated by: , Penalties, Asymmetric Abilities, Tournaments, Red Queen Dilemmas, Player Balance, Engrossment, Levels, Symmetry
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 updated version of the pattern Gameplay Mastery 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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