Evolving Rule Sets

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

This pattern is a still a stub.

Examples

Nomic

Bartok

Magic the Gathering

Pokémon

GURPS

Dungeon & Dragons

Chess

FarmVille

Mafia Wars

When games become organized with international committees overseeing what the official rules are (part of the definition of the formal sports but not the one used in this wiki), they stop having Evolving Rule Sets, or at least change much slower since these changes need to be negotiated.

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

Evolving Rule Sets automatically provide Varying Rule Sets since the rules changes over time - but the opposite does not hold since rules can switch back and forth without evolving.

Relations

Can Instantiate

Varying Rule Sets

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

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Acknowledgements

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