Difference between revisions of "Varying Rule Sets"

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== Using the pattern ==
 
== Using the pattern ==
[[Optional Rules]] are one way to create [[Varying Rule Sets]] if the [[Optional Rules]] are somehow turned on and off since they can be known at the beginning of a game. Games with [[Evolving Rule Sets]] also have [[Varying Rule Sets]] since the introduction of novel rules during gameplay guarantees that the rule set will vary during gameplay.
 
  
[[New Abilities]]
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Designing [[Varying Rule Sets]]
  
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[[Player Balance]]
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[[New Abilities]]
  
 
[[Levels]]
 
[[Levels]]
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[[Character Development]]
 
[[Character Development]]
  
[[Higher-Level Closures as Gameplay Progresses]]
 
  
[[Heterogeneous Game Element Ownership]]
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[[Optional Rules]] are one way to create [[Varying Rule Sets]] if the [[Optional Rules]] are somehow turned on and off since they can be known at the beginning of a game. Games with [[Evolving Rule Sets]] also have [[Varying Rule Sets]] since the introduction of novel rules during gameplay guarantees that the rule set will vary during gameplay.
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
 
[[Varying Rule Sets]] can quite naturally give rise to [[Varied Gameplay]], but dealing with a changing rule set also makes for more [[Complex Gameplay]]. However, with games that are intended to have [[Complex Gameplay]], [[Varying Rule Sets]] can instead have the effect of providing [[Smooth Learning Curves]] and thereby modulate the complexity.
 
[[Varying Rule Sets]] can quite naturally give rise to [[Varied Gameplay]], but dealing with a changing rule set also makes for more [[Complex Gameplay]]. However, with games that are intended to have [[Complex Gameplay]], [[Varying Rule Sets]] can instead have the effect of providing [[Smooth Learning Curves]] and thereby modulate the complexity.
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As mentioned in relation to narrative aspects, [[Varying Rule Sets]] can make games have [[Higher-Level Closures as Gameplay Progresses]].
  
 
== Relations ==
 
== Relations ==

Revision as of 20:00, 13 February 2011

Games where the rules governing gameplay change over time from within a closed set of rules.

Some games have rule set that change during gameplay. These Varying Rule Sets can either be used to slowly increased the complexity of a game or create variety during gameplay.

Examples

The card game Fluxx have rules one its cards that changes actions and winning conditions for all players. The cards Collectible Card Games and games like Dominion and Thunderstone do not have Varying Rule Sets since these cards (typically) only describe their own effects, and which cards are used are determined before game instances begins.

Using the pattern

Designing Varying Rule Sets


Player Balance

New Abilities

Levels

Switches

Character Development


Optional Rules are one way to create Varying Rule Sets if the Optional Rules are somehow turned on and off since they can be known at the beginning of a game. Games with Evolving Rule Sets also have Varying Rule Sets since the introduction of novel rules during gameplay guarantees that the rule set will vary during gameplay.



Narrative Aspects

Many Narration Structures consists of bigger and bigger confrontations as the game is played, and Varying Rule Sets can be used to ensure Higher-Level Closures as Gameplay Progresses depending on Character Development or the unfolding of the game's narration.

Consequences

Varying Rule Sets can quite naturally give rise to Varied Gameplay, but dealing with a changing rule set also makes for more Complex Gameplay. However, with games that are intended to have Complex Gameplay, Varying Rule Sets can instead have the effect of providing Smooth Learning Curves and thereby modulate the complexity.

As mentioned in relation to narrative aspects, Varying Rule Sets can make games have Higher-Level Closures as Gameplay Progresses.

Relations

Can Instantiate

Character Development, Complex Gameplay, Higher-Level Closures as Gameplay Progresses, Smooth Learning Curves, Varied Gameplay

Can Modulate

Complex Gameplay, Narration Structures

Can Be Instantiated By

Evolving Rule Sets, Optional Rules

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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