Difference between revisions of "Complex Gameplay"

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(Relations)
(Relations)
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---
 
---
  
[[Betrayal]]
 
[[Cooperation]]
 
[[Casual Gameplay]]
 
[[Units]]
 
[[Algorithmic Agents]]
 
 
[[FUBAR Enjoyment]]
 
[[FUBAR Enjoyment]]
 
[[Combos]]
 
[[Combos]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Algorithmic Agents]],
 
[[Attention Swapping]],  
 
[[Attention Swapping]],  
[[Producer-Consumer]], [[Resource Management]], [[Converters]], [[Perfect Information]],  
+
[[Converters]],  
 +
[[Indirect Control]],  
 +
[[Perfect Information]],  
 +
[[Producer-Consumer]],  
 
[[Red Herrings]],  
 
[[Red Herrings]],  
 +
[[Resource Management]],
 
[[Rhythm-Based Actions]],  
 
[[Rhythm-Based Actions]],  
[[Role Reversal]], [[Indirect Control]],
+
[[Role Reversal]],  
 +
[[Units]]
 +
 
 +
[[Betrayal]] together with [[Cooperation]] or [[Teams]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 14:50, 11 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

---

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 Traverse Variable Accuracy Asynchronous Collaborative Actions Resources Solution Uncertainty

old


Constructive Play,

Downtime, Illusion of Influence

Narrative Structures

Extra-Game Information

Can Instantiate

Challenging Gameplay, Cognitive Engrossment, Creative Control, Experimenting, Game Mastery,

Can Modulate

Analysis Paralysis

Can Be Instantiated By

Algorithmic Agents, Attention Swapping, Converters, Indirect Control, Perfect Information, Producer-Consumer, Red Herrings, Resource Management, Rhythm-Based Actions, Role Reversal, Units

Betrayal together with Cooperation or Teams

Can Be Modulated By

Limited Foresight, Limited Planning Ability, Smooth Learning Curves, Time Pressure

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

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