Difference between revisions of "Evolving Rule Sets"

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[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
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[[Category:Needs references]]
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[[Category:Staffan's current workpage]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
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== Using the pattern ==
 
== Using the pattern ==
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That the rules of a game instance changes as gameplay takes place; Enablers: Events Timed to the Real World; Consequences: Ephemeral Events, Encouraged Return Visits, Exploration, Red Queen Dilemma
  
 
[[Evolving Rule Sets]] differ from [[Varying Rule Sets]] in that latter does not need rules to be made during gameplay, the can all exist before game instances begin but not be active.
 
[[Evolving Rule Sets]] differ from [[Varying Rule Sets]] in that latter does not need rules to be made during gameplay, the can all exist before game instances begin but not be active.

Revision as of 19:30, 15 January 2011

Games where the new rules are added to the game as gameplay progresses.

This pattern is a still a stub.

Examples

Nomic

Bartok

Using the pattern

That the rules of a game instance changes as gameplay takes place; Enablers: Events Timed to the Real World; Consequences: Ephemeral Events, Encouraged Return Visits, Exploration, Red Queen Dilemma

Evolving Rule Sets differ from Varying Rule Sets in that latter does not need rules to be made during gameplay, the can all exist before game instances begin but not be active.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements

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