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
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, Construction/Scoring Phase Shift, Collaborative Actions, Deck Building, Dexterity-Based Actions, Difficulty Levels, Enactment, Extended Actions, Flip-Flop Events, FUBAR Enjoyment, Further Player Improvement Potential, Memorizing, Multiplayer Games, Obstacles, Player Physical Prowess, Player Unpredictability, Pre-Customized Decks, Predictable Consequences, Puzzle Solving, Real World Knowledge Advantages, Seamful Gameplay, Social Skills, Speedending, Speedruns, Stimulated Planning, Storytelling, Strategic Knowledge, Tactical Planning, Trade-Offs, Vehicles
Can Be Modulated By
Clickability, Excluding Goals, Goal Achievements, Handicap Achievements, High Score Lists, Illusionary Rewards, Meta Games, Multiplayer Games, Public Player Statistics, Rewards, Sidegrades, Spectators, Uncertainty of Outcome, Varied Gameplay
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
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.