Difference between revisions of "Unlocking"
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[[Anticipation]] | [[Anticipation]] | ||
[[Player-Planned Development]] | [[Player-Planned Development]] | ||
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+ | [[Character Levels]] | ||
+ | [[Achievements]] | ||
+ | [[Purchasable Game Advantages]] | ||
[[Minigames]] | [[Minigames]] |
Revision as of 18:11, 18 October 2011
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
See the Gamasutra article Aesthetics of Social Games[1] for more details.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Skills Powers Weapons Vehicles Character Development Abstract Player Construct Development Anticipation Player-Planned Development Grinding Character Levels Achievements Purchasable Game Advantages
Minigames Neighbors Privileged Abilities Sidegrades
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki. However the concept was first described in the Gamasutra article Aesthetics of Social Games[1] by Aki Järvinen.
References
- ↑ 1.0 1.1 Järvinen, A. (2010). Aesthetics of Social Games.Posted 07/05/10 on Gamasutra.
Acknowledgements
-