Difference between revisions of "Trade-Offs"

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(Consequences)
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== Consequences ==
 
== Consequences ==
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Games where players need to make [[Trade-Offs]] often lead to them having to engage in [[Tactical Planning]], so the pattern causes [[Stimulated Planning]]. This can also can [[Tension]] and since [[Strategic Knowledge]] regarding the [[Trade-Offs|Trade-off]] can help players make better choice the pattern can also support a type of [[Gameplay Mastery]]. In that [[Trade-Offs]] require players to select something negative with something positive or choose between two different strategies, it can have a form of [[Balancing Effects|Balancing Effect]]. A potentially negative effect of [[Trade-Offs]] is that they can cause [[Analysis Paralysis]] in [[Turn-Based Games|Turn-Based]] [[Multiplayer Games]].
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=== Can Instantiate ===
 
=== Can Instantiate ===
[[Balancing Effects]],
 
[[Gameplay Mastery]],
 
[[Stimulated Planning]], 
 
[[Strategic Knowledge]],
 
[[Tactical Planning]],
 
[[Tension]]
 
 
==== in [[Multiplayer Games]] which are also [[Turn-Based Games]] ====
 
[[Analysis Paralysis]]
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Challenging Gameplay]],
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[[Trade-Offs]] can add complexity to [[Challenging Gameplay]]  
 +
 
 +
 
 
[[Cognitive Engrossment]],  
 
[[Cognitive Engrossment]],  
 
[[Committed Goals]],  
 
[[Committed Goals]],  
 
[[Stealth]]
 
[[Stealth]]
 
  
 
== Relations ==
 
== Relations ==

Revision as of 07:47, 2 September 2016

Gameplay situations where players must choose between several different options and compare values against each other.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Can Be Instantiated By

Ability Losses, Area Control, Bidding, Budgeted Action Points, Cameras, Chargers, Choke Points, Consumers, Converters, Combat, Deterioration, Drafting Spreads, Equipment Slots, Extended Actions, Freedom of Choice, Guard, Heterogeneous Game Element Ownership, Internal Conflicts, Interruptibility, No-Use Bonus, One-Way Travel, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals, Sockets, Time Limits, Token Placement, Traces, Units, Upgrades

Ability Losses together with New Abilities

Actions Have Diegetically Social Consequences together with Internal Rivalry

Decreased Abilities together with Ammunition or Armor

Improved Abilities together with Ammunition

Limited Resources together with Parties

Tools together with Resources or Deterioration

Can Be Modulated By

Attention Swapping, Limited Resources, Producers, Supporting Goals

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Games where players need to make Trade-Offs often lead to them having to engage in Tactical Planning, so the pattern causes Stimulated Planning. This can also can Tension and since Strategic Knowledge regarding the Trade-off can help players make better choice the pattern can also support a type of Gameplay Mastery. In that Trade-Offs require players to select something negative with something positive or choose between two different strategies, it can have a form of Balancing Effect. A potentially negative effect of Trade-Offs is that they can cause Analysis Paralysis in Turn-Based Multiplayer Games.

Can Instantiate

Can Modulate

Trade-Offs can add complexity to Challenging Gameplay


Cognitive Engrossment, Committed Goals, Stealth

Relations

Can Instantiate

Balancing Effects, Gameplay Mastery, Stimulated Planning, Strategic Knowledge, Tactical Planning, Tension

in Multiplayer Games which are also Turn-Based Games

Analysis Paralysis

Can Modulate

Challenging Gameplay, Cognitive Engrossment, Committed Goals, Stealth

Can Be Instantiated By

Ability Losses, Area Control, Bidding, Budgeted Action Points, Cameras, Chargers, Choke Points, Consumers, Converters, Combat, Deterioration, Drafting Spreads, Equipment Slots, Extended Actions, Freedom of Choice, Guard, Heterogeneous Game Element Ownership, Internal Conflicts, Interruptibility, No-Use Bonus, One-Way Travel, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals, Sockets, Time Limits, Token Placement, Traces, Units, Upgrades

Ability Losses together with New Abilities

Actions Have Diegetically Social Consequences together with Internal Rivalry

Decreased Abilities together with Ammunition or Armor

Improved Abilities together with Ammunition

Limited Resources together with Parties

Tools together with Resources or Deterioration

Can Be Modulated By

Attention Swapping, Limited Resources, Producers, Supporting Goals

Possible Closure Effects

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Potentially Conflicting With

-

History

An updated version of the pattern Tradeoffs 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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