The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
Social Roles Actor Detachment Player Physical Prowess Real World Knowledge Advantages Seamful Gameplay Predictable Winner Storytelling Enactment Excluding Goals Player Unpredictability Performance Uncertainty Uncertainty of Outcome Flip-Flop Events Speedending Construction/Scoring Phase Shift Player Augmentations Player Agency Deck Building Pre-Customized Decks Middlegame Team Development Teams Illusionary Rewards Rewards Value of Effort Trade-Offs Varied Gameplay
Instantiated by: Competence Areas, Perceivable Margins, Trans-Game Information, Resource Management, Rhythm-Based Actions, Overcome, Experimenting, Limited Resources, Negotiation, Predefined Goals, Timing, Risk/Reward, Smooth Learning Curves, Paper-Rock-Scissors, Betting
Can Be Instantiated By
Achievements, Challenging Gameplay, Complex Gameplay, Collaborative Actions, Dexterity-Based Actions, Difficulty Levels, Extended Actions, FUBAR Enjoyment, Further Player Improvement Potential, Memorizing, Multiplayer Games, Obstacles, Predictable Consequences, Puzzle Solving, Social Skills, Speedruns, Stimulated Planning, Strategic Knowledge, Tactical Planning, Vehicles
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Auto-Aim, Balancing Effects, Challenging Gameplay, Difficulty Levels, Exaggerated Perception of Influence, Freedom of Choice, Luck, Player/Character Skill Composites, Purchasable Game Advantages, Randomness, Vision Modes
An updated version of the pattern Gameplay Mastery that was part of the original collection in the book Patterns in Game Design.
- Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.