Difference between revisions of "Player-Planned Development"

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(Relations)
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== Relations ==
 
== Relations ==
Instantiates: Continuous Goals, Anticipation, Illusion of Influence, Player Constructed Worlds, Identification, Freedom of Choice, Creative Control, Player Defined Goals
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Instantiates: [[Continuous Goals]], [[Anticipation]], [[Illusion of Influence]], [[Player Constructed Worlds]], [[Identification]], [[Creative Control]], [[Player Defined Goals]]
  
Modulates: Character Development, Characters, Narrative Structures, Team Play, Privileged Abilities
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Modulates: [[Narration Structures]], [[Privileged Abilities]]
  
 
Instantiated by: [[Rewards]]
 
Instantiated by: [[Rewards]]
  
Modulated by: Unknown Goals, Incompatible Goals, Predefined Goals, Dynamic Goal Characteristics, Extra-Game Actions, Privileged Abilities
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Modulated by: [[Unknown Goals]], [[Incompatible Goals]], [[Predefined Goals]], [[Dynamic Goal Characteristics]], [[Extra-Game Actions]], [[Privileged Abilities]]
  
Potentially conflicting with: Narrative Structures
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Potentially conflicting with: [[Narration Structures]]
  
 
[[Team Development]]
 
[[Team Development]]
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[[Factions]]
 
[[Factions]]
 
[[Internal Conflicts]]
 
[[Internal Conflicts]]
[[Renamed Patterns]]
 
 
[[Game Masters]]
 
[[Game Masters]]
 
[[Persistent Game Worlds]]
 
[[Persistent Game Worlds]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Teams]],
 
[[Team Development]]
 
[[Team Development]]
  

Revision as of 12:48, 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

Instantiates: Continuous Goals, Anticipation, Illusion of Influence, Player Constructed Worlds, Identification, Creative Control, Player Defined Goals

Modulates: Narration Structures, Privileged Abilities

Instantiated by: Rewards

Modulated by: Unknown Goals, Incompatible Goals, Predefined Goals, Dynamic Goal Characteristics, Extra-Game Actions, Privileged Abilities

Potentially conflicting with: Narration Structures

Team Development Roleplaying Exaggerated Perception of Influence Open Destiny Characters Stimulated Planning Freedom of Choice Character Defining Actions Enforced Agent Behavior Factions Internal Conflicts Game Masters Persistent Game Worlds Abstract Player Constructs Abstract Player Construct Development Character Development Player Characters Improved Abilities Gain Competence New Abilities Skills Competence Areas Unlocking

Can Instantiate

Can Modulate

Teams, Team Development

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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