Difference between revisions of "Complex Gameplay"

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(Relations)
(Relations)
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[[Right Level of Difficulty]]
 
[[Right Level of Difficulty]]
 
[[Red Herrings]],  
 
[[Red Herrings]],  
 +
[[Rhythm-Based Actions]],
  
[[Cognitive Engrossment]], [[Constructive Play]], [[Smooth Learning Curves]],
+
[[Constructive Play]],  
[[Creative Control]], [[Game Mastery]], [[Limited Planning Ability]],  
+
  
[[Limited Foresight]], [[Rhythm-Based Actions]], [[Downtime]], [[Illusion of Influence]]
+
[[Downtime]], [[Illusion of Influence]]
  
 
[[Narrative Structures]]
 
[[Narrative Structures]]
  
[[Attention Swapping]], [[Producer-Consumer]], [[Resource Management]], [[Converters]], [[Perfect Information]], [[Role Reversal]], [[Indirect Control]], [[Extra-Game Information]]
+
[[Extra-Game Information]]
 
+
old but unwritten
+
---
+
 
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Cognitive Engrossment]],
 +
[[Creative Control]],
 +
[[Game Mastery]],
  
 
==== with ... ====
 
==== with ... ====
Line 100: Line 98:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Attention Swapping]],
 +
[[Producer-Consumer]], [[Resource Management]], [[Converters]], [[Perfect Information]], [[Role Reversal]], [[Indirect Control]],
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Limited Foresight]],
 
+
[[Limited Planning Ability]],
 +
[[Smooth Learning Curves]],
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 
-
 
-

Revision as of 18:20, 10 January 2015

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

This pattern is a still a stub.

(Right level of complexity)

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

in wiki already

---

Time Pressure Betrayal Cooperation Challenging Gameplay Casual Gameplay Units Algorithmic Agents FUBAR Enjoyment Combos Non-Player Characters Stimulated Planning Enemies Optional Rules Internal Rivalry Varying Rule Sets Grinding Collaborative Actions Quests Predictable Consequences Movement Budgeted Action Points Abilities Decreased Abilities Ability Losses Parties Skills Orthogonal Differentiation Trumps Puzzle Solving Red Herrings Traverse Variable Accuracy Asynchronous Collaborative Actions Resources Solution Uncertainty

old


Experimenting, Analysis Paralysis, Right Level of Difficulty Red Herrings, Rhythm-Based Actions,

Constructive Play,

Downtime, Illusion of Influence

Narrative Structures

Extra-Game Information

Can Instantiate

Cognitive Engrossment, Creative Control, Game Mastery,

with ...

Can Modulate

-

Can Be Instantiated By

Attention Swapping, Producer-Consumer, Resource Management, Converters, Perfect Information, Role Reversal, Indirect Control,

Can Be Modulated By

Limited Foresight, Limited Planning Ability, Smooth Learning Curves,

Possible Closure Effects

-

Potentially Conflicting With

-

History

An heavily updated version of the pattern Right Level of Complexity that was part of the original collection in the book Patterns in Game Design[1]. The update has made the pattern be rather close to the concept of analytic complexity described in Costikyan's book Uncertainty in Games[2].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
  2. Costikyan, G. 2013. Uncertainty in Games. MIT Press. Official webpage for the book.

Acknowledgements

-