Difference between revisions of "Gameplay Mastery"

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(Consequences)
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=== Narration Aspects ===
 
=== Narration Aspects ===
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 +
=== Can Modulate ===
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[[Middlegame]],
 +
[[Performance Uncertainty]],
 +
[[Player/Character Skill Composites]]
  
 
== Consequences ==
 
== Consequences ==
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 +
Allowing players to feel [[Gameplay Mastery]] or at least see that they can have it in the future can have several consequences for a game. It can give players [[Emotional Engrossment]] and a sense of [[Empowerment]] and [[Player Agency]], and provide [[Value of Effort]] when players experience having it. In general, it provides [[Replayability]] to a game since players may wish to play the game many times to reach [[Gameplay Mastery]].
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 +
A negative effect of [[Gameplay Mastery]] is that players that have it can lead to games having a [[Predictable Winner]].
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Actor Detachment]],  
 
[[Actor Detachment]],  
[[Emotional Engrossment]],
 
[[Empowerment]],
 
 
[[Investments]],  
 
[[Investments]],  
[[Player Agency]],
 
[[Predictable Winner]],
 
 
[[Social Roles]],  
 
[[Social Roles]],  
[[Replayability]],
 
 
[[Role Fulfillment]],  
 
[[Role Fulfillment]],  
 
[[Social Rewards]],  
 
[[Social Rewards]],  
[[Team Development]],  
+
[[Team Development]],
[[Value of Effort]]
+
 
+
=== Can Modulate ===
+
[[Middlegame]],
+
[[Performance Uncertainty]],
+
[[Player/Character Skill Composites]]
+
 
+
  
 
== Relations ==
 
== Relations ==

Revision as of 15:05, 11 August 2016

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

This pattern is a still a stub.

Examples

Left 4 Dead series

Quake

Chess Go

Poker Texas Hold'em

Street Fighter series

League of Legends Defense of the Ancients


Anti-Examples

As a game with no gameplay, Gameplay Mastery is impossible to achieve Progress Quest. Story-driven games, e.g. Adventure Games, e.g. Day of the Tentacle, Fahrenheit, Grim Fandango, and the Walking Dead series, have little or no gameplay that allows specific skills or knowledge to develop that can be re-used so claiming Gameplay Mastery in these are difficult to do. The exception may be in general puzzle solving based on the types of puzzle that exist in a particular genre or that a particular game designer creates.

Using the pattern

Can Be Instantiated By

Achievements, Betting, Challenging Gameplay, Competence Areas, Complex Gameplay, Construction/Scoring Phase Shift, Collaborative Actions, Deck Building, Dexterity-Based Actions, Difficulty Levels, Enactment, Experimenting, Extended Actions, Flip-Flop Events, FUBAR Enjoyment, Further Player Improvement Potential, Limited Resources, Memorizing, Multiplayer Games, Negotiation, Obstacles, Overcome, Paper-Rock-Scissors, Perceivable Margins, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predefined Goals, Predictable Consequences, Puzzle Solving, Real World Knowledge Advantages, Resource Management, Rhythm-Based Actions, Risk/Reward, Seamful Gameplay, Smooth Learning Curves, Social Skills, Speedending, Speedruns, Stimulated Planning, Storytelling, Strategic Knowledge, Tactical Planning, Timing, Trade-Offs, Trans-Game Information, Vehicles

AI Players together with Difficulty Levels

Anonymous Actions together with Roleplaying

Combos together with Challenging Gameplay or Complex Gameplay

Construction together with with Combos or Emergent Gameplay

Can Be Modulated By

Asymmetric Abilities, Clickability, Engrossment, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Levels, Meta Games, Multiplayer Games, Penalties, Player Balance, Public Player Statistics, Red Queen Dilemmas, Rewards, Sidegrades, Spectators, Symmetry, Tournaments, Uncertainty of Outcome, Varied Gameplay

Repeat Combos together with Goal Achievements or Spectators

Possible Closure Effects

-

Potentially Conflicting With

Auto-Aim, Balancing Effects, Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Randomness, Vision Modes

Emotional Engrossment in games with Algorithmic Agents

Player/Character Skill Composites together with Character Development or Player Balance

Player Balance in Multiplayer Games

Diegetic Aspects

Interface Aspects

Narration Aspects

Can Modulate

Middlegame, Performance Uncertainty, Player/Character Skill Composites

Consequences

Allowing players to feel Gameplay Mastery or at least see that they can have it in the future can have several consequences for a game. It can give players Emotional Engrossment and a sense of Empowerment and Player Agency, and provide Value of Effort when players experience having it. In general, it provides Replayability to a game since players may wish to play the game many times to reach Gameplay Mastery.

A negative effect of Gameplay Mastery is that players that have it can lead to games having a Predictable Winner.

Can Instantiate

Actor Detachment, Investments, Social Roles, Role Fulfillment, Social Rewards, Team Development,

Relations

Can Instantiate

Actor Detachment, Emotional Engrossment, Empowerment, Investments, Player Agency, Predictable Winner, Social Roles, Replayability, Role Fulfillment, Social Rewards, Team Development, Value of Effort

Can Modulate

Middlegame, Performance Uncertainty, Player/Character Skill Composites

Can Be Instantiated By

Achievements, Betting, Challenging Gameplay, Competence Areas, Complex Gameplay, Construction/Scoring Phase Shift, Collaborative Actions, Deck Building, Dexterity-Based Actions, Difficulty Levels, Enactment, Experimenting, Extended Actions, Flip-Flop Events, FUBAR Enjoyment, Further Player Improvement Potential, Limited Resources, Memorizing, Multiplayer Games, Negotiation, Obstacles, Overcome, Paper-Rock-Scissors, Perceivable Margins, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predefined Goals, Predictable Consequences, Puzzle Solving, Real World Knowledge Advantages, Resource Management, Rhythm-Based Actions, Risk/Reward, Seamful Gameplay, Smooth Learning Curves, Social Skills, Speedending, Speedruns, Stimulated Planning, Storytelling, Strategic Knowledge, Tactical Planning, Timing, Trade-Offs, Trans-Game Information, Vehicles

AI Players together with Difficulty Levels

Anonymous Actions together with Roleplaying

Combos together with Challenging Gameplay or Complex Gameplay

Construction together with with Combos or Emergent Gameplay

Can Be Modulated By

Asymmetric Abilities, Clickability, Engrossment, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Levels, Meta Games, Multiplayer Games, Penalties, Player Balance, Public Player Statistics, Red Queen Dilemmas, Rewards, Sidegrades, Spectators, Symmetry, Tournaments, Uncertainty of Outcome, Varied Gameplay

Repeat Combos together with Goal Achievements or Spectators

Possible Closure Effects

-

Potentially Conflicting With

Auto-Aim, Balancing Effects, Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player Augmentations, Player/Character Skill Composites, Purchasable Game Advantages, Randomness, Vision Modes

Emotional Engrossment in games with Algorithmic Agents

Player/Character Skill Composites together with Character Development or Player Balance

Player Balance in Multiplayer Games

History

An updated version of the pattern Gameplay Mastery that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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