Difference between revisions of "Varied Gameplay"

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Modulates: [[Gameplay Mastery]], [[Narration Structures]]
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]], [[Producer-Consumer]]
Instantiated by: [[Asymmetric Abilities]], [[Converters]], [[Transfer of Control]], [[Selectable Sets of Goals]], [[Dynamic Alliances]], [[Incompatible Goals]], [[Asymmetric Resource Distribution]], [[Asymmetric Goals]], [[Producer-Consumer]]
Modulated by: [[Diminishing Returns]], [[Supporting Goals]]
Modulated by: [[Diminishing Returns]], [[Supporting Goals]]

Revision as of 10:59, 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.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



Entrenching Gameplay Construction/Scoring Phase Shift Planning Phases Execution Phases


Modulates: Gameplay Mastery, Narration Structures

Instantiated by: Asymmetric Abilities, Converters, Transfer of Control, Selectable Sets of Goals, Dynamic Alliances, Incompatible Goals, Asymmetric Resource Distribution, Asymmetric Goals, Producer-Consumer

Modulated by: Diminishing Returns, 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, Competence Areas, Complex Gameplay, Cooldown, Environmental Effects, Ephemeral Goals, Evolving Rule Sets, Flanking Routes, Freedom of Choice, Internal Conflicts, Internal Rivalry, Minigames, New Abilities, Levels, Orthogonal Differentiation, Polyathlons, Privileged Movement, Procedurally Generated Game Worlds, Reconfigurable Game Worlds, Replayability, Sidegrades, Skills, Social Roles, Temporary Abilities, Tile-Laying, Units, Varying Rule Sets, Vehicles, Vision Modes, Vulnerabilities

Abstract Player Construct Development together with New Abilities or Privileged Abilities

Achilles' Heels together with Enemies

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

Camping, No-Ops


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


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