Variation in gameplay for a game, either within a single play session or between different play sessions.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
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 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
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
Can Be Instantiated By
AI Players, Alien Space Bats, Asymmetric Starting Conditions, Backtracking Levels, Cooldown, Environmental Effects, Ephemeral Goals, Evolving Rule Sets, Freedom of Choice, Internal Conflicts, Internal Rivalry, Minigames, Levels, Replayability, Units, Varying Rule Sets, Vehicles
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
An updated version of the pattern Varied Gameplay that was part of the original collection in the book Patterns in Game Design.
- Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.