Asymmetric Gameplay

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Asymmetric Gameplay is typically used in a game design to provide Varied Gameplay. It is typically designed as part of a game through a more specific pattern, e.g. Asymmetric Abilities, Asymmetric Goals, Asymmetric Information, Asymmetric Resource Distribution, Asymmetric Roles, or Asymmetric Starting Conditions

Naturally, Asymmetric Gameplay is in conflict with having Symmetry on the same level in a game.

Consequences

As stated above, Asymmetric Gameplay creates Varied Gameplay. It typically through this also provides Replayability as long as not all types of gameplay are guaranteed to be exhausted within a game instance.

Relations

Can Instantiate

Replayability, Varied Gameplay

Can Modulate

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Can Be Instantiated By

Asymmetric Abilities, Asymmetric Goals, Asymmetric Information, Asymmetric Resource Distribution, Asymmetric Roles, Asymmetric Starting Conditions

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Symmetry

History

New pattern created in this wiki.

References

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Acknowledgements

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