Difference between revisions of "Varied Gameplay"

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(Relations)
(Relations)
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[[Entrenching Gameplay]]
 
[[Entrenching Gameplay]]
 
[[Construction/Scoring Phase Shift]]
 
[[Construction/Scoring Phase Shift]]
[[Planning Phases]]
 
[[Execution Phases]]
 
  
 
[[Torchlight]]
 
[[Torchlight]]
 
 
 
 
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 ===
 
=== Can Instantiate ===
Line 54: Line 43:
 
[[AI Players]],  
 
[[AI Players]],  
 
[[Alien Space Bats]],  
 
[[Alien Space Bats]],  
 +
[[Asymmetric Abilities]],
 +
[[Asymmetric Goals]],
 +
[[Asymmetric Resource Distribution]],
 
[[Asymmetric Starting Conditions]],  
 
[[Asymmetric Starting Conditions]],  
 
[[Backtracking Levels]],  
 
[[Backtracking Levels]],  
Line 59: Line 51:
 
[[Competence Areas]],  
 
[[Competence Areas]],  
 
[[Complex Gameplay]],  
 
[[Complex Gameplay]],  
 +
[[Converters]],
 
[[Cooldown]],  
 
[[Cooldown]],  
 +
[[Dynamic Alliances]],
 
[[Environmental Effects]],  
 
[[Environmental Effects]],  
 
[[Ephemeral Goals]],  
 
[[Ephemeral Goals]],  
 
[[Evolving Rule Sets]],  
 
[[Evolving Rule Sets]],  
 +
[[Execution Phases]],
 
[[Flanking Routes]],  
 
[[Flanking Routes]],  
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 +
[[Incompatible Goals]],
 
[[Internal Conflicts]],  
 
[[Internal Conflicts]],  
 
[[Internal Rivalry]],  
 
[[Internal Rivalry]],  
Line 71: Line 67:
 
[[Levels]],  
 
[[Levels]],  
 
[[Orthogonal Differentiation]],  
 
[[Orthogonal Differentiation]],  
 +
[[Planning Phases]],
 
[[Polyathlons]],  
 
[[Polyathlons]],  
 
[[Privileged Movement]],  
 
[[Privileged Movement]],  
 
[[Procedurally Generated Game Worlds]],  
 
[[Procedurally Generated Game Worlds]],  
 +
[[Producer-Consumer]],
 
[[Reconfigurable Game Worlds]],  
 
[[Reconfigurable Game Worlds]],  
 
[[Replayability]],  
 
[[Replayability]],  
 +
[[Selectable Sets of Goals]],
 
[[Sidegrades]],  
 
[[Sidegrades]],  
 
[[Skills]],  
 
[[Skills]],  
Line 81: Line 80:
 
[[Temporary Abilities]],  
 
[[Temporary Abilities]],  
 
[[Tile-Laying]],  
 
[[Tile-Laying]],  
 +
[[Transfer of Control]],
 
[[Units]],  
 
[[Units]],  
 
[[Varying Rule Sets]],  
 
[[Varying Rule Sets]],  
Line 112: Line 112:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Diminishing Returns]],
 
[[Internal Rivalry]],  
 
[[Internal Rivalry]],  
 +
[[Supporting Goals]],
 
[[Testing Achievements]]
 
[[Testing Achievements]]
  
Line 120: Line 122:
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Camping]],  
 
[[Camping]],  
[[No-Ops]]
+
[[No-Ops]],
 +
[[Quick Games]],
 +
[[Sensory-Motoric Engrossment]],
 +
[[Symmetric Resource Distribution]]
  
 
== History ==
 
== History ==

Revision as of 11:03, 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

Entrenching Gameplay Construction/Scoring Phase Shift

Torchlight

Can Instantiate

Challenging Gameplay

Can Modulate

Gameplay Mastery

Can Be Instantiated By

Ability Losses, AI Players, Alien Space Bats, Asymmetric Abilities, Asymmetric Goals, Asymmetric Resource Distribution, Asymmetric Starting Conditions, Backtracking Levels, Back-to-Back Game Sessions, Competence Areas, Complex Gameplay, Converters, Cooldown, Dynamic Alliances, Environmental Effects, Ephemeral Goals, Evolving Rule Sets, Execution Phases, Flanking Routes, Freedom of Choice, Incompatible Goals, Internal Conflicts, Internal Rivalry, Minigames, New Abilities, Levels, Orthogonal Differentiation, Planning Phases, Polyathlons, Privileged Movement, Procedurally Generated Game Worlds, Producer-Consumer, Reconfigurable Game Worlds, Replayability, Selectable Sets of Goals, Sidegrades, Skills, Social Roles, Temporary Abilities, Tile-Laying, Transfer of Control, 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

Diminishing Returns, Internal Rivalry, Supporting Goals, Testing Achievements

Possible Closure Effects

-

Potentially Conflicting With

Camping, No-Ops, Quick Games, Sensory-Motoric Engrossment, Symmetric Resource Distribution

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

-