Difference between revisions of "Abstract Player Construct Development"

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Units in [[Civilization (video game) series|Civilization series]] can received experience through combat or through being built where special building exist. With enough experience points these can be traded for ''promotions'' that either improve abilities or give new abilities.
 
Units in [[Civilization (video game) series|Civilization series]] can received experience through combat or through being built where special building exist. With enough experience points these can be traded for ''promotions'' that either improve abilities or give new abilities.
 +
 +
Adding cards or tiles to one's setup in [[Race for the Galaxy]], [[Ursuppe]], [[American Megafauna]], [[Origins: How We Became Human]], or [[Puerto Rico]] increase one's abilities or provide new ones.
  
 
== Using the pattern ==
 
== Using the pattern ==
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The actual development is typically either [[New Abilities]] or [[Improved Abilities]] for both [[Abstract Player Constructs]] and [[Characters]], but for [[Abstract Player Construct Development]] achieved through changes in [[Technologies]], promotions, or increases in number of [[Units]] or [[Territories]] - the [[Civilization (video game) series|Civilization series]] have all of these and the [[Europa Universalis series]] have all but promotions.
 
The actual development is typically either [[New Abilities]] or [[Improved Abilities]] for both [[Abstract Player Constructs]] and [[Characters]], but for [[Abstract Player Construct Development]] achieved through changes in [[Technologies]], promotions, or increases in number of [[Units]] or [[Territories]] - the [[Civilization (video game) series|Civilization series]] have all of these and the [[Europa Universalis series]] have all but promotions.
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For games using [[Cards]] to describe [[Abstract Player Constructs]], e.g. [[Race for the Galaxy]], [[Erosion]], [[Ursuppe]], [[American Megafauna]], and [[Origins: How We Became Human]], the addition of new [[Cards]] provide an easy was to provide [[Abstract Player Construct Development]]. [[Puerto Rico]] shows an example where [[Tiles]] fill the same role.
  
 
== Consequences ==
 
== Consequences ==
[[Abstract Player Construct Development]] can provide players with a [[Exaggerated Perception of Influence]] since they are given more powerful ways of affecting gameplay, even if this is actually offset by increased difficulty as part of a [[Red Queen Dilemma]] structure. It can also, depending on what is required for the development, also encourage [[Grinding]]. If players have some level of [[Creative Control]] regarding the direction of [[Abstract Player Construct Development]] the [[Exaggerated Perception of Influence]] can be further increased. In addition, it can support [[Player-Planned Development]].
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[[Abstract Player Construct Development]] can provide players with a [[Exaggerated Perception of Influence]] since they are given more powerful ways of affecting gameplay, even if this is actually offset by increased difficulty as part of a [[Red Queen Dilemma]] structure. It can also, depending on what is required for the development, also encourage [[Grinding]]. If players have some level of [[Creative Control]] regarding the direction of [[Abstract Player Construct Development]] the [[Exaggerated Perception of Influence]] can be further increased. In addition, it can support [[Player-Planned Development]]. With [[Creative Control]] over the development, making these become [[Investments]] as well.  
  
 
== Relations ==
 
== Relations ==
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==== with [[Creative Control]] ====
 
==== with [[Creative Control]] ====
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[[Investments]],
 
[[Player-Planned Development]]
 
[[Player-Planned Development]]
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Cards]],
 
[[Character Development]],  
 
[[Character Development]],  
 
[[Improved Abilities]],  
 
[[Improved Abilities]],  
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[[Technologies]],  
 
[[Technologies]],  
 
[[Territories]],  
 
[[Territories]],  
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[[Tiles]],
 
[[Units]]
 
[[Units]]
  

Revision as of 18:18, 21 April 2011

The development of abstract attributes and characteristics associated with a player of a game.

Games often associate some parts of their structures with the players. When these structures are abstract in the sense of not being direct part of game worlds and they can be improved, this allows for Abstract Player Construct Development in the games.

Examples

The development of different types of technologies in both the Civilization series and the Europa Universalis series are examples of Abstract Player Construct Development that can provide access to new units, new buildings, improved abilities, and, for the Civilization series, new diplomatic actions.

Units in Civilization series can received experience through combat or through being built where special building exist. With enough experience points these can be traded for promotions that either improve abilities or give new abilities.

Adding cards or tiles to one's setup in Race for the Galaxy, Ursuppe, American Megafauna, Origins: How We Became Human, or Puerto Rico increase one's abilities or provide new ones.

Using the pattern

Making Abstract Player Construct Development present is games naturally requires Abstract Player Constructs, and besides these ways of improving, from the players' perspective, the values, attributes, and abilities in these. Just as Characters are a special case of Abstract Player Constructs, so is Character Development a special case of Abstract Player Construct Development.

The actual development is typically either New Abilities or Improved Abilities for both Abstract Player Constructs and Characters, but for Abstract Player Construct Development achieved through changes in Technologies, promotions, or increases in number of Units or Territories - the Civilization series have all of these and the Europa Universalis series have all but promotions.

For games using Cards to describe Abstract Player Constructs, e.g. Race for the Galaxy, Erosion, Ursuppe, American Megafauna, and Origins: How We Became Human, the addition of new Cards provide an easy was to provide Abstract Player Construct Development. Puerto Rico shows an example where Tiles fill the same role.

Consequences

Abstract Player Construct Development can provide players with a Exaggerated Perception of Influence since they are given more powerful ways of affecting gameplay, even if this is actually offset by increased difficulty as part of a Red Queen Dilemma structure. It can also, depending on what is required for the development, also encourage Grinding. If players have some level of Creative Control regarding the direction of Abstract Player Construct Development the Exaggerated Perception of Influence can be further increased. In addition, it can support Player-Planned Development. With Creative Control over the development, making these become Investments as well.

Relations

Can Instantiate

Exaggerated Perception of Influence Grinding

with Creative Control

Investments, Player-Planned Development

Can Modulate

-

Can Be Instantiated By

Cards, Character Development, Improved Abilities, New Abilities, Powers, Technologies, Territories, Tiles, Units

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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