Persistent Game World Changes

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Revision as of 13:50, 4 September 2011 by Staffan Björk (Talk | contribs) (Using the pattern)

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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

Narrative Aspects

Persistent Game World Changes can quite easily support or enforce Predefined Story Structures.

Consequences

Persistent Game World Changes is one way of letting players experience a Value of Effort since what they do have more than temporary effect on the Game Worlds in which they act while playing. This is even more profound in Persistent Game Worlds even if the use of the word persistent differs between the two patterns.

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

Can Instantiate

Value of Effort

Can Modulate

Game Worlds, Persistent Game Worlds

Can Be Instantiated By

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

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Instances

History

New pattern created in this wiki.

References

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Acknowledgements

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