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
Can Be Instantiated By
Ability Losses, Area Control, Bidding, Budgeted Action Points, Cameras, Chargers, Choke Points, Consumers, Converters, Combat, Deterioration, Drafting Spreads, Equipment Slots, Extended Actions, Freedom of Choice, Guard, Heterogeneous Game Element Ownership, Internal Conflicts, Interruptibility, No-Use Bonus, One-Way Travel, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals, Sockets, Time Limits, Token Placement, Traces, Units, Upgrades
Ability Losses together with New Abilities
Actions Have Diegetically Social Consequences together with Internal Rivalry
Decreased Abilities together with Ammunition or Armor
Improved Abilities together with Ammunition
Limited Resources together with Parties
Tools together with Resources or Deterioration
Can Be Modulated By
Attention Swapping, Limited Resources, Producers, Supporting Goals
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Games where players need to make Trade-Offs often lead to them having to engage in Tactical Planning, so the pattern causes Stimulated Planning. This can also can Tension and since Strategic Knowledge regarding the Trade-off can help players make better choice the pattern can also support a type of Gameplay Mastery. In that Trade-Offs require players to select something negative with something positive or choose between two different strategies, it can have a form of Balancing Effect. A potentially negative effect of Trade-Offs is that they can cause Analysis Paralysis in Turn-Based Multiplayer Games. They typically don't support Cognitive Engrossment in themselves but can add depth to it if it already is supported in a game through adding additional choices and effects that need to be considered.
Relations
Can Instantiate
Balancing Effects, Gameplay Mastery, Stimulated Planning, Strategic Knowledge, Tactical Planning, Tension
in Multiplayer Games which are also Turn-Based Games
Can Modulate
Challenging Gameplay, Cognitive Engrossment, Committed Goals, Stealth
Can Be Instantiated By
Ability Losses, Area Control, Bidding, Budgeted Action Points, Cameras, Chargers, Choke Points, Consumers, Converters, Combat, Deterioration, Drafting Spreads, Equipment Slots, Extended Actions, Freedom of Choice, Guard, Heterogeneous Game Element Ownership, Internal Conflicts, Interruptibility, No-Use Bonus, One-Way Travel, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals, Sockets, Time Limits, Token Placement, Traces, Units, Upgrades
Ability Losses together with New Abilities
Actions Have Diegetically Social Consequences together with Internal Rivalry
Decreased Abilities together with Ammunition or Armor
Improved Abilities together with Ammunition
Limited Resources together with Parties
Tools together with Resources or Deterioration
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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