Trade-Offs

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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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Analysis Paralysis Time Limits Extended Actions Units Stimulated Planning Tactical Planning Enemies Freedom of Choice Heterogeneous Game Element Ownership Internal Rivalry Tools Game Items Armor Ammunition Sockets Balancing Effects Traces Strategic Knowledge One-Way Travel Choke Points Budgeted Action Points Improved Abilities Decreased Abilities Ability Losses New Abilities Token Placement No-Use Bonus Chargers Upgrades Deterioration Area Control Combat Parties Equipment Slots Cameras Drafting Spreads Traverse


Can Instantiate

Gameplay Mastery, Tension

Can Modulate

Challenging Gameplay, Cognitive Engrossment, Committed Goals, Stealth

Can Be Instantiated By

Bidding, Consumers, Converters, Guard, Interruptibility, Player-Decided Distribution of Rewards & Penalties, Producers, Renewable Resources, Resource Management, Resources, Risk/Reward, Selectable Sets of Goals

Can Be Modulated By

Attention Swapping, Limited Resources, Producers, Supporting Goals

Possible Closure Effects

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Potentially Conflicting With

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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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