Difference between revisions of "Abstract Player Constructs"

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''The abstract attributes and characteristics associated with a player of a game.''
 
''The abstract attributes and characteristics associated with a player of a game.''
  
This pattern is a still a stub.
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Many games divide gameplay into events taking place in a game world and abstract entities handling attributes and possible actions. Those entities in the latter group that are under player control are [[Abstract Player Constructs]].
  
 
=== Examples ===
 
=== Examples ===
 
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The financial empires built and destroyed in [[Monopoly]] can be seen as [[Abstract Player Constructs]], consisting of the money and land deeds players have (and the latter may or may not be mortgaged). Grand strategy games such as the [[Civilization (video game) series|Civilization series]] and the [[Europa Universalis series]] let players take control over civilizations or countries.
Grand strategy games such as the [[Civilization (video game) series|Civilization series]] and the [[Europa Universalis series]] let players take control over civilizations or countries.
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The empires built in [[Race for the Galaxy]], the colonies constructed in [[Puerto Rico]], and the farms developed in [[Agricola]] are all [[Abstract Player Constructs]] since they are not part of one game world (even if the represent parts of it). Similarly, the abilities developed for species in [[Ursuppe]], [[Spore]], and [[American Megafauna]] are [[Abstract Player Constructs]], as are the technologies developed in [[Origins: How We Became Human]].
 
The empires built in [[Race for the Galaxy]], the colonies constructed in [[Puerto Rico]], and the farms developed in [[Agricola]] are all [[Abstract Player Constructs]] since they are not part of one game world (even if the represent parts of it). Similarly, the abilities developed for species in [[Ursuppe]], [[Spore]], and [[American Megafauna]] are [[Abstract Player Constructs]], as are the technologies developed in [[Origins: How We Became Human]].
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[[Installations]]
 
[[Installations]]
  
[[Characters]] are a special case of [[Abstract Player Constructs]] that often tie them to [[Avatars]].
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[[Characters]] are a special case of [[Abstract Player Constructs]] that often tie them to [[Avatars]]. They are also the most common example, through [[Non-Player Characters]], of abstract constructs that are not under some form of player control.
  
 
[[Excise]]
 
[[Excise]]
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
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While [[Abstract Player Constructs]] in themselves do usually not support narratives, this is more common for [[Characters]], the retelling of an [[Abstract Player Construct Development]] during a game instance creates a narrative.
  
 
== Consequences ==
 
== Consequences ==
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[[Abstract Player Constructs]] let [[Game Worlds]] have more complexity than can be represented by the [[Game Worlds]] themselves, and thereby modulate these.
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When players can have some control and foresight into the [[Abstract Player Construct Development]], this leads to [[Player-Planned Development]].
 
When players can have some control and foresight into the [[Abstract Player Construct Development]], this leads to [[Player-Planned Development]].
  
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Worlds]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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== History ==
 
== History ==

Revision as of 08:12, 21 April 2011

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

Many games divide gameplay into events taking place in a game world and abstract entities handling attributes and possible actions. Those entities in the latter group that are under player control are Abstract Player Constructs.

Examples

The financial empires built and destroyed in Monopoly can be seen as Abstract Player Constructs, consisting of the money and land deeds players have (and the latter may or may not be mortgaged). Grand strategy games such as the Civilization series and the Europa Universalis series let players take control over civilizations or countries.

The empires built in Race for the Galaxy, the colonies constructed in Puerto Rico, and the farms developed in Agricola are all Abstract Player Constructs since they are not part of one game world (even if the represent parts of it). Similarly, the abilities developed for species in Ursuppe, Spore, and American Megafauna are Abstract Player Constructs, as are the technologies developed in Origins: How We Became Human.

The people played in Roleplaying Games, e.g. Dungeons & Dragons or GURPS, are Abstract Player Constructs but are usually simply called Characters. The third edition of Warhammer Fantasy Roleplay does add another type of Abstract Player Constructs - party sheets representing the type of group the players are and which provides specific abilities to them.

Using the pattern

While what types of information is a prime concern for the design of Abstract Player Constructs, a likewise important aspect is how they connect to how players can affect Game Worlds.


Erosion

Installations

Characters are a special case of Abstract Player Constructs that often tie them to Avatars. They are also the most common example, through Non-Player Characters, of abstract constructs that are not under some form of player control.

Excise


Player Time Investments

While Abstract Player Constructs in general may not allow the same personalization as Characters, they can often become more powerful during gameplay through Abstract Player Construct Development.


Diegetic Aspects

Interface Aspects

The information contained in Abstract Player Constructs can be used to create Gameplay Statistics. One example of how this can be done exists in the ledgers Europa Universalis and Victoria series; these show both current and historical overviews of a country's statistics as well as comparisons to other countries of some types of statistics.

Narrative Aspects

While Abstract Player Constructs in themselves do usually not support narratives, this is more common for Characters, the retelling of an Abstract Player Construct Development during a game instance creates a narrative.

Consequences

Abstract Player Constructs let Game Worlds have more complexity than can be represented by the Game Worlds themselves, and thereby modulate these.

When players can have some control and foresight into the Abstract Player Construct Development, this leads to Player-Planned Development.

Relations

Can Instantiate

with Abstract Player Construct Development

Player-Planned Development

Can Modulate

Game Worlds

Can Be Instantiated By

Characters

Can Be Modulated By

Abstract Player Construct Development, Gameplay Statistics

Possible Closure Effects

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Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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