Difference between revisions of "Trade-Offs"

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(Relations)
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== Using the pattern ==
 
== 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 ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== 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]]
 +
  
 
== Relations ==
 
== Relations ==

Revision as of 09:16, 20 July 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

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


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

-

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

-