Persistent Game World Changes

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Although many games let players affect the game worlds in which gameplay takes place, this may not affect the worlds significantly. This may be because one is only manipulating specific elements with in it, that the effects disappear after a while, or that things reset to let other players have the possibility of experiencing the same gameplay. When instead player actions leave lasting effects in game worlds beyond those related only to their own gameplay statistics, this shows that games support Persistent Game World Changes.



Examples

Minecraft

Slaves to Armok II: Dwarf Fortress

Dungeons & Dragons World of Darkness

Using the pattern

changes that don't just go away and don't involve manipulating game items


Persistent Game World Changes concerns changes in the "external" Game Worlds rather than "internal" one that relates to players' attributes. However, since both concern how players perceive Value of Effort in games, it may be worthwhile to consider Abstract Player Construct Development in conjunction to Persistent Game World Changes.

Can Be Instantiated By

Construction, Destructible Objects, Irreversible Events, Reconfigurable Game Worlds, Switches

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Value of Effort

Can Modulate

Persistent Game Worlds


Persistent Game World Changes

Instances do not work well together with Persistent Game World Changes since they are temporary constructs and any changes within them can only last as long as the Instances itself.

Relations

Factions Game Worlds

Can Instantiate

Value of Effort

Can Modulate

Persistent Game Worlds

Can Be Instantiated By

Construction, Destructible Objects, Irreversible Events, Reconfigurable Game Worlds, Switches

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Instances

History

New pattern created in this wiki.

References

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Acknowledgements

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