Construction
The action of introducing or rearranging game elements to create structures in game worlds.
Building is a common activity possible in games; this may be actual constructions or simply actions that are diegetically presented as constructing something but other possibilities exist. One is that players may construct their own set of game elements to bring to a game, which may include actually building or creating them also. Another is
The introduction of game elements in the game can be the cause of players' actions. When the game elements introduced are perceived as something requiring organizing the environment (in technical terms, countering entropy) this can be framed as Construction.
Contents
Examples
LARP games
the 'engineer' class in the Team Fortress series
'field ops', 'engineer', 'constructor', and 'technician'
[Stimulated Planning]]
Slaves to Armok II: Dwarf Fortress
A World without Oil ?
Incredible Machine game series
Example: Pontifex by ChronicLogic allows players to build bridges that are tested by a physics engine that sends a train over the bridges.
Example: The Sims allows players to construct homes for their Sims, redecorating and rebuilding the houses as the needs and living conditions of the Sims change.
Example: The board game The Settlers of Catan allows players to build villages and towns at the intersections of hexes in the game, and roads between them.
Example: Massively multiplayer online roleplaying games usually allow players to construct houses by buying them and construct items through actions. Text-based multiplayer dungeons take this further by letting high-level players create new areas in the Game World and program the functionality of areas and game elements.
Using the pattern
(Changing or rearranging game elements to form more complex structures; Enablers: Private Game Spaces; Consequences: Pottering)
Game Element Insertion Casual Gameplay Private Game Spaces Freedom of Choice Heterogeneous Game Element Ownership Multiplayer Games Zero-Player Games Single-Player Games Persistent Game Worlds
The main design choices for supporting Construction include the design of the new game elements that are the product of the action, what Resources are needed, the possibility of succeeding, and the variations in designs that the players can create. Requiring scarce Resources for construction to occur can give rise to Exploration or Gain Ownership as well as Trading. Linking the chance of success to a Skill encourages Construction as a Competence Area. Allowing a large variation in the possible Constructions give players a Freedom of Choice and the Creative Control to Experiment and select Player Defined Goals. The possibility of failed Constructions leading to alternative Constructions also encourages Experimenting.
The amount of Construction in a game can easily be limited by making it a Privileged Ability.
An obvious way to affect the Game World in this fashion is through Tile-Laying.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
The introduction of game elements through Construction is functionally similar to the effect of Producers but does not need to use Spawning. As such, Construction can more easily be given representations that allow the introduction of Game Elements in Game Worlds without breaking Diegetic Consistency.
Construction actions typically represent Investments and are perceived as Constructive Play. With enough possible permutations in what and how to construct things, the pattern gives Freedom of Choice and Creative Control which in turn can lead to Surprises, both for themselves and others. When players can create game elements that affect the Game Worlds, especially in Persistent Game Worlds, Construction can enable Player Constructed Worlds.
Relations
Can Instantiate
Freedom of Choice, Constructive Play, Creative Control, Investments, Player Constructed Worlds, Producers
with Creative Control
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Construction 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
-