Difference between revisions of "Varied Gameplay"

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(Relations)
(Relations)
Line 31: Line 31:
  
  
[[Weapons]]
 
[[Abstract Player Construct Development]]
 
[[Character Development]]
 
[[Inaccessible Areas]]
 
[[Boss Monsters]]
 
[[Privileged Movement]]
 
[[Flanking Routes]]
 
[[Temporary Abilities]]
 
[[Privileged Abilities]]
 
[[Improved Abilities]]
 
[[Ability Losses]]
 
[[New Abilities]]
 
[[Back-to-Back Game Sessions]]
 
 
[[Sidegrades]]
 
[[Sidegrades]]
 
[[Camping]]
 
[[Camping]]
Line 71: Line 58:
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Challenging Gameplay]]
 
[[Challenging Gameplay]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 78: Line 63:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Ability Losses]],
 
[[AI Players]],  
 
[[AI Players]],  
 
[[Alien Space Bats]],  
 
[[Alien Space Bats]],  
 
[[Asymmetric Starting Conditions]],  
 
[[Asymmetric Starting Conditions]],  
 
[[Backtracking Levels]],  
 
[[Backtracking Levels]],  
 +
[[Back-to-Back Game Sessions]],
 
[[Cooldown]],  
 
[[Cooldown]],  
 
[[Environmental Effects]],  
 
[[Environmental Effects]],  
 
[[Ephemeral Goals]],  
 
[[Ephemeral Goals]],  
 
[[Evolving Rule Sets]],  
 
[[Evolving Rule Sets]],  
 +
[[Flanking Routes]],
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Internal Conflicts]],  
 
[[Internal Conflicts]],  
 
[[Internal Rivalry]],  
 
[[Internal Rivalry]],  
 
[[Minigames]],  
 
[[Minigames]],  
 +
[[New Abilities]],
 
[[Levels]],  
 
[[Levels]],  
 +
[[Privileged Movement]],
 
[[Replayability]],  
 
[[Replayability]],  
 +
[[Temporary Abilities]],
 
[[Units]],  
 
[[Units]],  
 
[[Varying Rule Sets]],  
 
[[Varying Rule Sets]],  
 
[[Vehicles]]
 
[[Vehicles]]
 +
 +
[[Abstract Player Construct Development]] together with [[New Abilities]] or [[Privileged Abilities]]
 +
 +
[[Boss Monsters]] together with [[Privileged Abilities]]
 +
 +
[[Character Development]] together with [[Improved Abilities]] or [[New Abilities]]
  
 
[[Functional Roles]] together with [[Multiplayer Games]]
 
[[Functional Roles]] together with [[Multiplayer Games]]
Line 109: Line 106:
  
 
[[Strategic Planning]] together with [[Replayability]]
 
[[Strategic Planning]] together with [[Replayability]]
 +
 +
[[Weapons]] together with [[New Abilities]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 10:14, 7 September 2016

Variation in gameplay for a game, either within a single play session or between different play sessions.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Torchlight


Sidegrades Camping Area Control Achilles' Heels Vulnerabilities Vision Modes Skills Competence Areas Orthogonal Differentiation Polyathlons Reconfigurable Game Worlds Tile-Laying Procedurally Generated Game Worlds Social Roles Resources Complex Gameplay

Modulates: Gameplay Mastery, Narration Structures

Instantiated by: Asymmetric Abilities, Converters, Budgeted Action Points, Transfer of Control, Selectable Sets of Goals, Dynamic Alliances, Incompatible Goals, Asymmetric Resource Distribution, Asymmetric Goals, Higher-Level Closures as Gameplay Progresses, Producer-Consumer

Modulated by: Red Herrings, Diminishing Returns, Non-Renewable Resources, Supporting Goals

Potentially conflicting with: Quick Games, Sensory-Motoric Engrossment, Symmetric Resource Distribution

Can Instantiate

Challenging Gameplay

Can Modulate

-

Can Be Instantiated By

Ability Losses, AI Players, Alien Space Bats, Asymmetric Starting Conditions, Backtracking Levels, Back-to-Back Game Sessions, Cooldown, Environmental Effects, Ephemeral Goals, Evolving Rule Sets, Flanking Routes, Freedom of Choice, Internal Conflicts, Internal Rivalry, Minigames, New Abilities, Levels, Privileged Movement, Replayability, Temporary Abilities, Units, Varying Rule Sets, Vehicles

Abstract Player Construct Development together with New Abilities or Privileged Abilities

Boss Monsters together with Privileged Abilities

Character Development together with Improved Abilities or New Abilities

Functional Roles together with Multiplayer Games

Game Worlds together with Player Constructed Worlds

Geometric Progression together with Negative Feedback Loops

Open Destiny together with Limited Set of Actions

Persistent Game Worlds together with Construction or Creative Control

Randomness together with Enemies, Ephemeral Goals, Game Worlds, Levels, or Quests

Strategic Planning together with Replayability

Weapons together with New Abilities

Can Be Modulated By

Internal Rivalry, Testing Achievements

Possible Closure Effects

-

Potentially Conflicting With

No-Ops

History

An updated version of the pattern Varied Gameplay 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

-