Difference between revisions of "Player-Planned Development"

From gdp3
Jump to: navigation, search
(Relations)
(Relations)
Line 38: Line 38:
  
 
Potentially conflicting with: [[Narration Structures]]
 
Potentially conflicting with: [[Narration Structures]]
 
[[Gain Competence]]
 
[[Competence Areas]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Anticipation]],  
 
[[Anticipation]],  
 +
[[Competence Areas]],
 
[[Continuous Goals]],  
 
[[Continuous Goals]],  
 
[[Creative Control]],  
 
[[Creative Control]],  
Line 77: Line 75:
 
[[Characters]] together with [[Character Development]] and [[Freedom of Choice]]
 
[[Characters]] together with [[Character Development]] and [[Freedom of Choice]]
  
[[Freedom of Choice]] together with [[Improved Abilities]] or [[New Abilities]]
+
[[Freedom of Choice]] together with [[Gain Competence]], [[Improved Abilities]], or [[New Abilities]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 13:57, 4 August 2015

The possibility for players to plan how game state values and entities should be able to develop.

This pattern is a still a stub.

Examples

Using the pattern

This planning offers players the chance of Varied Gameplay by making use of New Abilities to instantiate potential Orthogonal Unit Differentiation. Planned Character Development gives the possibility for Team Development in games with Team Play. However, unless games make use of Game Masters, this kind of Freedom of Choice regarding Characters may be difficult to combine with Narrative Structures.

Abstract Player Construct Development

Character Development

Unlocking

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Modulates: Narration Structures, Privileged Abilities

Modulated by: Privileged Abilities

Potentially conflicting with: Narration Structures

Can Instantiate

Anticipation, Competence Areas, Continuous Goals, Creative Control, Enforced Agent Behavior, Exaggerated Perception of Influence, Identification, Illusion of Influence, Internal Conflicts, Open Destiny, Player Defined Goals, Stimulated Planning

with Persistent Game Worlds

Investments, Value of Effort

Can Modulate

Player Characters, Player Created Game Elements, Roleplaying, Teams, Team Development

Can Be Instantiated By

Character Defining Actions, Factions, Game Masters, Rewards, Unlocking

Abstract Player Constructs together with Abstract Player Construct Development and Freedom of Choice

Characters together with Character Development and Freedom of Choice

Freedom of Choice together with Gain Competence, Improved Abilities, or New Abilities

Can Be Modulated By

Dynamic Goal Characteristics, Extra-Game Actions, Incompatible Goals, Persistent Game Worlds, Predefined Goals, Unknown Goals

Possible Closure Effects

-

Potentially Conflicting With

Enforced Agent Behavior

History

New pattern created in this wiki.

References

-