Player Created Game Elements
Game Elements created by players to be used in a game.
This pattern is a still a stub.
Contents
Examples
Levels in the Advance Wars series
Larps
Using the pattern
There are two main ways in which Player Created Game Elements can be supported in games. The first way consists of making it possible to do gameplay actions that insert Game Items in the Game Worlds. Construction and Crafting lets this be done and perceived by players as they have created the Game Items; Producers can also do this but are more likely to be seen as effect of the game system than creations of players. The second way consists of letting players create game elements as Extra-Game Actions. This may be the creation of Player-Created Characters before gameplay starts in Category:Roleplaying Games such as Dungeons & Dragons or the Storytelling System, the programming of Algorithmic Agents for Zero-Player Games such as Crobots, or even the real world crafting of items for Live Action Roleplaying Games such as 1942 – Noen å stole på and Trenne Byar.
Interface Aspects
Secondary Interface Screens are quite often used to support Crafting and some times Construction actions and can thereby be relevant when one wishes to enable Player Created Game Elements.
Consequences
The support for Player Create Game Elements can produce anything from individual Game Items to complete Levels or Player Constructed Worlds. Having players create game elements make them into Producers, and the present of the pattern Player Created Game Elements make no sense unless these game elements can enter gameplay through Game Element Insertion. Being able to create game elements typically provides players with Freedom of Choice and this can be the basis for allowing Pottering activities within a game (as long as other aspects such as Tension is lacking from the experience). For games meant to include Roleplaying, letting players create parts of the game, most commonly Player-Created Characters, allows them to modulate in which way they should roleplay.
Relations
Can Instantiate
Freedom of Choice, Game Element Insertion, Game Items, Levels, Player Constructed Worlds, Pottering, Producers
Can Modulate
Can Be Instantiated By
Algorithmic Agents, Construction, Crafting, Extra-Game Actions, Player-Created Characters
Can Be Modulated By
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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