Difference between revisions of "Arithmetic Progression"

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[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''A linear relationship between the investment put into an action and its potential reward or risk.''
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''A linear relationship between the effort put into an action and its potential reward or risk.''
  
 
[[Arithmetic Progression]] described the relation between the effort players put into some part of the game and what type of effect can arise from the action. These effect can either be positive, i.e. rewards for wanted outcomes of the actions, or negative, i.e. penalties if the actions fail for some reason.
 
[[Arithmetic Progression]] described the relation between the effort players put into some part of the game and what type of effect can arise from the action. These effect can either be positive, i.e. rewards for wanted outcomes of the actions, or negative, i.e. penalties if the actions fail for some reason.
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Unit construction in many strategy games have a linear relation between the numbers produced and its cost, e.g. each ''Longbowman'' in [[Age of Empires III]] costing 40 wood and 60 food (An exception can be found in the [[Hearts of Iron series]] which uses various modifiers through the version so that producing one unit can provide rebates on units produced afterwards).
 
Unit construction in many strategy games have a linear relation between the numbers produced and its cost, e.g. each ''Longbowman'' in [[Age of Empires III]] costing 40 wood and 60 food (An exception can be found in the [[Hearts of Iron series]] which uses various modifiers through the version so that producing one unit can provide rebates on units produced afterwards).
  
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Most board games that use action points to determine how much a player can do each turn have a direct translation between how many points are used on movement and how far one can move. This is for example true in [[Pandemic]] and [[Space Hulk]].
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Drawing Stacks]] can be used to create [[Arithmetic Progression]] since they steadily increase the probability for drawing a specific [[Cards|Card]], and this can be used to create implicit [[Time Limits]] (the game [[Pandemic]] uses this to guarantee that epidemics start semi-regularly). It should be noted though that when more than one [[Cards|Card]] of the same type is in the same range of a [[Drawing Stack]] the distribution is more like [[Geometric Progression]].  
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When implementing Arithmetic Rewards for Investments the costs involved have to be balanced compared to other possible Investments in the game. It is also possible to artificially limit the maximum possible amount used in single Investments or require minimum amounts to be invested to modulate the Risk/Reward choices that have to be made. Another way of modulating the Risk/Reward choices is to not make several identical Investments using arithmetic reward schemes possible at the same time by imposing Time Limits between such Investments.
Using the pattern
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Arithmetic Rewards for Investments use linear functions between the Resources and Rewards of Investments and are thereby incompatible with Geometric Rewards for Investments and Diminishing Returns. They make the planning of the Investments straightforward as there is no real incentive for hoarding the Resources before investing. As the Investments can be done in smaller chunks and do not represent so great Risk/Reward choices they give players a Freedom of Choice how to make Investments. The ease of understanding the Rewards received from Arithmetic Rewards for Investments makes them have Predictable Consequences, both for the players who are making the Investments and those observing the Investments being made.
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[[Resources]]
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[[Rewards of Investments]]
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[[Extended Actions]]
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[[Value of Effort]]
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[[Risk/Reward]]
  
=== Diegetic Aspects ===
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== Consequences ==
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By definition [[Arithmetic Progression]] make use of different ways of translating between effort and effect than [[Geometric Progression]] and [[Discontinuous Progression]], and are thereby incompatible with each other.
  
=== Interface Aspects ===
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They make the planning of the Investments straightforward as there is no real incentive for hoarding the Resources before investing. As the Investments can be done in smaller chunks and do not represent so great Risk/Reward choices they give players a Freedom of Choice how to make Investments. The ease of understanding the Rewards received from Arithmetic Rewards for Investments makes them have Predictable Consequences, both for the players who are making the Investments and those observing the Investments being made.
 
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=== Narrative Aspects ===
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== Consequences ==
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When implementing Arithmetic Rewards for Investments the costs involved have to be balanced compared to other possible Investments in the game. It is also possible to artificially limit the maximum possible amount used in single Investments or require minimum amounts to be invested to modulate the Risk/Reward choices that have to be made. Another way of modulating the Risk/Reward choices is to not make several identical Investments using arithmetic reward schemes possible at the same time by imposing Time Limits between such Investments.
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
 
==== with ... ====
 
==== with ... ====
 +
-
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Drawing Stacks]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Discontinuous Progression]],
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[[Geometric Progression]]
  
 
== History ==
 
== History ==
An updated version of the pattern ''Arithmetic Rewards for Investments'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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A renamed and updated version of the pattern ''Arithmetic Rewards for Investments'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
  
 
== References ==
 
== References ==

Revision as of 19:46, 17 February 2011

A linear relationship between the effort put into an action and its potential reward or risk.

Arithmetic Progression described the relation between the effort players put into some part of the game and what type of effect can arise from the action. These effect can either be positive, i.e. rewards for wanted outcomes of the actions, or negative, i.e. penalties if the actions fail for some reason.

Examples

Unit construction in many strategy games have a linear relation between the numbers produced and its cost, e.g. each Longbowman in Age of Empires III costing 40 wood and 60 food (An exception can be found in the Hearts of Iron series which uses various modifiers through the version so that producing one unit can provide rebates on units produced afterwards).

Most board games that use action points to determine how much a player can do each turn have a direct translation between how many points are used on movement and how far one can move. This is for example true in Pandemic and Space Hulk.

Using the pattern

When implementing Arithmetic Rewards for Investments the costs involved have to be balanced compared to other possible Investments in the game. It is also possible to artificially limit the maximum possible amount used in single Investments or require minimum amounts to be invested to modulate the Risk/Reward choices that have to be made. Another way of modulating the Risk/Reward choices is to not make several identical Investments using arithmetic reward schemes possible at the same time by imposing Time Limits between such Investments.

Resources Rewards of Investments Extended Actions Value of Effort Risk/Reward

Consequences

By definition Arithmetic Progression make use of different ways of translating between effort and effect than Geometric Progression and Discontinuous Progression, and are thereby incompatible with each other.

They make the planning of the Investments straightforward as there is no real incentive for hoarding the Resources before investing. As the Investments can be done in smaller chunks and do not represent so great Risk/Reward choices they give players a Freedom of Choice how to make Investments. The ease of understanding the Rewards received from Arithmetic Rewards for Investments makes them have Predictable Consequences, both for the players who are making the Investments and those observing the Investments being made.

Relations

Can Instantiate

with ...

-

Can Modulate

-

Can Be Instantiated By

Drawing Stacks

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Discontinuous Progression, Geometric Progression

History

A renamed and updated version of the pattern Arithmetic Rewards for Investments that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

Jonas Linderoth