Gameplay Engines

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

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Supporting the presence of Gameplay Engines consist of letting players use Construction to

Can Be Instantiated By

Combos, , Emergent Gameplay, Positive Feedback Loops

Can Be Modulated By

There presence of Construction/Scoring Phase Shift in games which allow Gameplay Engines can make the engines useless at a certain point where in becomes more important to focus on generating victory points. The easiest way to make Construction/Scoring Phase Shift possible in games with Gameplay Engines rather obviously to add Scores to the design.

Consequences

Gameplay Engines can be seen as a form of Abstract Player Constructs, or as goal requirement for which effects there should have. Building them are a form of Investments and Supporting Goals for winning a game, typically those that have Winner determined after Gameplay Ends. Since typically games that provide Gameplay Engines provide many different types of them, choosing one to try and build is a Player Defined Goals as well as being Constructive Gameplay. Building efficient Gameplay Engines typically require both Strategic Knowledge and Strategic Planning.

Construction/Scoring Phase Shift often occur in games which have Scores and allow the construction of Gameplay Engines.

Relations

Can Instantiate

Abstract Player Constructs, Constructive Gameplay, Investments, Player Defined Goals, Strategic Knowledge, Strategic Planning, Supporting Goals

with Scores

Construction/Scoring Phase Shift

Can Modulate

Winner determined after Gameplay Ends

Can Be Instantiated By

Combos, Construction, Emergent Gameplay, Positive Feedback Loops

Can Be Modulated By

Construction/Scoring Phase Shift

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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