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
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
Ability Losses, Achilles' Heels, 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
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.