Player-Planned Development

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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

Character Defining Actions

--- Instantiates:

Modulates: Narration Structures, Privileged Abilities

Modulated by: 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

Anticipation, Continuous Goals, Creative Control, Identification, Illusion of Influence, Player Created Game Elements, Player Defined Goals

Can Modulate

Teams, Team Development

Can Be Instantiated By

Rewards

Can Be Modulated By

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

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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