Difference between revisions of "Reconfigurable Game Worlds"

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''Game worlds whose fundamental structures can change during gameplay or between game instances.''
[[Category:Stub]]
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''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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While many games have game worlds, only some of them allow changes to their structures. These changes can be between game instances to provide players with new gameplay experiences or occur during gameplay as the effect of player actions. Games that have either one of these two types of changes - or both - have [[Reconfigurable Game Worlds]].
  
The player can reconfigure the game world itself, including the basic relationships and attributes of the game elements and the rules governing the dynamics of these relationships.
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''Note:'' this pattern describes changes in [[Game Worlds]] related to gameplay functionality rather than those related to narratives (for this see [[Narration Structures]] or [[Predetermined Story Structures]]). Further, although their difference can sometimes be blurry, this pattern looks at changes to [[Game Worlds]] rather that the contents in them. For patterns dealing more with changes in the contents of [[Game Worlds]], see for example [[Avatars]], [[Controllers]], [[Destructible Objects]], [[Environmental Effects]], and [[Obstacles]].  
The reconfiguration may happen between game instances to create variation from instance to instance or within a game instance as part of the events and actions the players have to consider. Three main ways of reconfiguring the Game World are possible: changing the spatial setting, modifying basic attributes of the game elements, and modifying the rules and equations that govern the changes in game element relationships. The last one, modifying the rules of the game, usually concerns changes of the rules, which resemble the laws of nature in the Game World, such as making changes to the gravitational pull in flight simulators.
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=== Examples ===
 
=== Examples ===
Example: The board game Space Hulk contains a number of corridors and rooms that are set up in different configurations to allow a number of different scenarios.
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The [[:Category:Board Games|Board Game]] [[Space Hulk]] contains a number of corridors and rooms that are set up in different configurations before gameplay begins to allow a number of different scenarios to be played. Likewise, the [[:Category:Computer Games|Computer Games]] [[Minecraft]], [[NetHack]], and [[Slaves to Armok II: Dwarf Fortress]] randomize new game worlds each time a new game instance is started.  
  
Example: The mods that can be added in different combinations to Unreal Tournament allow the players to select how the laws of nature function in particular game instances.
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[[Settlers of Catan]] have a balanced scheme for placing the resources tiles used in it, but it is commonly played by randomizing the tiles to provide more variation for experienced players.  
  
Example: Games that allow the players to select different difficulty levels for each game instance.
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[[Portal 2]] has a [[Reconfigurable Game Worlds|Reconfigurable Game World]] both in how the players' current nemesis can remodel the environment and in how players by their actions can activate machinery that lowers barriers, creates bridges and stairs, or otherwise changes the environment.
  
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Entrusted players of text-based [[:Category:Massively Multiplayer Online Games|Massively Multiplayer Online Games]] such as [[Kingdoms]] and [[DragonMud]] can expand or reconfigure game worlds by more or less complex programming.
  
 
== Using the pattern ==
 
== Using the pattern ==
Using the pattern
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[[Reconfigurable Game Worlds]] quite naturally require the presence of a [[Game Worlds|Game World]] to configure. Beyond this, the primary design choice for using the pattern is to decide whether the [[Game Worlds|Game World]] will be reconfigurable between or within game instances, or in a combination of both. [[Configurable Gameplay Areas]] details the special case of reconfiguring [[Game Worlds]] before gameplay begins.
  
The first requirement is that the game have a Game World that can be configured. The next main design choice is whether the world will be reconfigurable between or within game instances, or in a combination of both. In some cases, the reconfigurations might be different for different players, for example, the more inexperienced players in strategy games can be given Handicaps by having units with better attack and defense powers than the opponents. The third design choice is if the reconfiguration is done by game rules or if the Game World is a Player Constructed World.
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Reconfiguration of the [[Game Worlds|Game World]] itself is often done by having it consist of [[Tiles]], and then either use [[Randomness]] to create the world (as in e.g. [[NetHack]] and [[Settlers of Catan]]) or by letting players do [[Tile-Laying]] as part of their actions (as in e.g. [[Carcassonne]] or [[Dominant Species]]). Variations of this include having [[Moveable Tiles]] (which can represent the changeable environment in [[Portal 2]]) or [[Shrinking Game Worlds]] (as in [[Hey! That's My Fish!]]). [[Dedicated Game Facilitators]] can also be used for these solutions to having [[Reconfigurable Game Worlds]] but can handle less mechanically defined [[Game Worlds]] as well, e.g. those used in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]]. [[Expansions]], e.g. those available as downloadable content for the [[Elder Scrolls series]] and the [[Fallout series]], show one such way that [[Dedicated Game Facilitators]] can change [[Game Worlds]]. [[Mods]] can in this perspective be seen as the player equivalent. [[Kingdoms]] and [[DragonMud]] show that players can also perform more complex expansions and reconfigurations of [[Game Worlds]] if the game systems provided the appropriate tools.
  
Reconfiguration of the Game World itself is often done using Tiles to define the Game World and then letting the players perform Tile-Laying either during the setup phase of the game or during the gameplay itself. The Tile-Laying can also be accompanied with the use of player controlled Moveable Tiles. The use of a Reconfigurable Game World is usually combined with flexible game element setupto speed up the initial gameplay and to provide possibilities for skillful setups.
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[[Scenes]] provide a way of having [[Reconfigurable Game Worlds]] without having to specify more details than are necessary for gameplay actually taking place.
 
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The changes in the laws of nature within the game may be universal or applied to only certain game elements, e. g., those under the control of the players or of a particular player. This can be used as a player-decided Balancing Effect to create Player Balance or Right Level of Difficulty. For example, changing the difficulty level in a flight simulator can change the flight characteristics of the planes drastically. Changing the relative strengths and weaknesses of different Units of the game, such as modifying attack and defense strengths in strategy games, is another common way to allow Reconfigurable Game Worlds.
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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As a [[:Category:Level Design Patterns|Level Design Pattern]], [[Reconfigurable Game Worlds]] have inherent effects on the diegesis of a game. If this breaks the [[Diegetic Consistency]] however depends if the changes take during gameplay or not, and if they do so without a sensible thematic explanation.
  
=== Interface Aspects ===
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== Consequences ==
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[[Reconfigurable Game Worlds]] allow changes to [[Game Worlds]] during gameplay or between game instances. By doing so, they can provide [[Varied Gameplay]] and [[Replayability]] - especially so if players do the reconfiguration, e.g. through [[Tile-Laying]]. This can however come with the cost of making [[Narrative Engrossment]] more difficult since players are likely to act both within and outside any [[Diegetic Consistency]] - it can also break the [[Diegetic Consistency]] if it takes places during gameplay. Games with [[Reconfigurable Game Worlds]] that also have [[Fog of War]] support [[Memorizing]] beyond that of keeping track of where [[Avatars]] and [[Units]] can be.
  
=== Narrative Aspects ===
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While changing the layout of [[Game Worlds]] between game instances supports [[Game World Exploration]], it can cause problems with having [[Player Balance]] since players may have [[Asymmetric Starting Conditions]].
  
== Consequences ==
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[[Persistent Game World Changes]] are possible in that game where reconfiguration last do not automatically revert after some time; this pattern is even more present if these events are [[Irreversible Events]].
A Reconfigurable Game World provides Varied Gameplay and Replayability as the Game World changes for each game instance but may lessen Immersion as players act both within and outside the Consistent Reality Logic of the game. Games with Reconfigurable Game Worlds that have Strategic Locations and temporarily let players observe the layout of the world support Memorizing, but it may prove to be difficult to have Right Level of Difficulty in the game.
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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Asymmetric Starting Conditions]],
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[[Game World Exploration]],
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[[Persistent Game World Changes]],
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[[Replayability]],
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[[Varied Gameplay]]
  
==== with ... ====
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==== with [[Fog of War]] ====
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[[Memorizing]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Worlds]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Configurable Gameplay Areas]],
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[[Dedicated Game Facilitators]],
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[[Expansions]],
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[[Mods]],
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[[Moveable Tiles]],
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[[Scenes]],
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[[Shrinking Game Worlds]],
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[[Tiles]],
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[[Tile-Laying]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Irreversible Events]],
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[[Randomness]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Diegetic Consistency]],
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[[Narrative Engrossment]],
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[[Player Balance]]
  
 
== History ==
 
== History ==

Latest revision as of 11:13, 30 July 2014

Game worlds whose fundamental structures can change during gameplay or between game instances.

While many games have game worlds, only some of them allow changes to their structures. These changes can be between game instances to provide players with new gameplay experiences or occur during gameplay as the effect of player actions. Games that have either one of these two types of changes - or both - have Reconfigurable Game Worlds.

Note: this pattern describes changes in Game Worlds related to gameplay functionality rather than those related to narratives (for this see Narration Structures or Predetermined Story Structures). Further, although their difference can sometimes be blurry, this pattern looks at changes to Game Worlds rather that the contents in them. For patterns dealing more with changes in the contents of Game Worlds, see for example Avatars, Controllers, Destructible Objects, Environmental Effects, and Obstacles.

Examples

The Board Game Space Hulk contains a number of corridors and rooms that are set up in different configurations before gameplay begins to allow a number of different scenarios to be played. Likewise, the Computer Games Minecraft, NetHack, and Slaves to Armok II: Dwarf Fortress randomize new game worlds each time a new game instance is started.

Settlers of Catan have a balanced scheme for placing the resources tiles used in it, but it is commonly played by randomizing the tiles to provide more variation for experienced players.

Portal 2 has a Reconfigurable Game World both in how the players' current nemesis can remodel the environment and in how players by their actions can activate machinery that lowers barriers, creates bridges and stairs, or otherwise changes the environment.

Entrusted players of text-based Massively Multiplayer Online Games such as Kingdoms and DragonMud can expand or reconfigure game worlds by more or less complex programming.

Using the pattern

Reconfigurable Game Worlds quite naturally require the presence of a Game World to configure. Beyond this, the primary design choice for using the pattern is to decide whether the Game World will be reconfigurable between or within game instances, or in a combination of both. Configurable Gameplay Areas details the special case of reconfiguring Game Worlds before gameplay begins.

Reconfiguration of the Game World itself is often done by having it consist of Tiles, and then either use Randomness to create the world (as in e.g. NetHack and Settlers of Catan) or by letting players do Tile-Laying as part of their actions (as in e.g. Carcassonne or Dominant Species). Variations of this include having Moveable Tiles (which can represent the changeable environment in Portal 2) or Shrinking Game Worlds (as in Hey! That's My Fish!). Dedicated Game Facilitators can also be used for these solutions to having Reconfigurable Game Worlds but can handle less mechanically defined Game Worlds as well, e.g. those used in Tabletop Roleplaying Games such as Dungeons & Dragons. Expansions, e.g. those available as downloadable content for the Elder Scrolls series and the Fallout series, show one such way that Dedicated Game Facilitators can change Game Worlds. Mods can in this perspective be seen as the player equivalent. Kingdoms and DragonMud show that players can also perform more complex expansions and reconfigurations of Game Worlds if the game systems provided the appropriate tools.

Scenes provide a way of having Reconfigurable Game Worlds without having to specify more details than are necessary for gameplay actually taking place.

Diegetic Aspects

As a Level Design Pattern, Reconfigurable Game Worlds have inherent effects on the diegesis of a game. If this breaks the Diegetic Consistency however depends if the changes take during gameplay or not, and if they do so without a sensible thematic explanation.

Consequences

Reconfigurable Game Worlds allow changes to Game Worlds during gameplay or between game instances. By doing so, they can provide Varied Gameplay and Replayability - especially so if players do the reconfiguration, e.g. through Tile-Laying. This can however come with the cost of making Narrative Engrossment more difficult since players are likely to act both within and outside any Diegetic Consistency - it can also break the Diegetic Consistency if it takes places during gameplay. Games with Reconfigurable Game Worlds that also have Fog of War support Memorizing beyond that of keeping track of where Avatars and Units can be.

While changing the layout of Game Worlds between game instances supports Game World Exploration, it can cause problems with having Player Balance since players may have Asymmetric Starting Conditions.

Persistent Game World Changes are possible in that game where reconfiguration last do not automatically revert after some time; this pattern is even more present if these events are Irreversible Events.

Relations

Can Instantiate

Asymmetric Starting Conditions, Game World Exploration, Persistent Game World Changes, Replayability, Varied Gameplay

with Fog of War

Memorizing

Can Modulate

Game Worlds

Can Be Instantiated By

Configurable Gameplay Areas, Dedicated Game Facilitators, Expansions, Mods, Moveable Tiles, Scenes, Shrinking Game Worlds, Tiles, Tile-Laying

Can Be Modulated By

Irreversible Events, Randomness

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency, Narrative Engrossment, Player Balance

History

An updated version of the pattern Reconfigurable Game World that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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