Difference between revisions of "Unlocking"
From gdp3
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== Relations == | == Relations == | ||
− | [[ | + | [[Value of Effort]] (except as [[Purchasable Game Advantages]]) |
− | [[ | + | |
[[Anticipation]] | [[Anticipation]] | ||
[[Player-Planned Development]] | [[Player-Planned Development]] | ||
− | |||
[[Character Levels]] | [[Character Levels]] | ||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Grinding]], | ||
[[Sidegrades]] | [[Sidegrades]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Abstract Player Construct Development]], | ||
+ | [[Achievements]], | ||
+ | [[Character Development]], | ||
[[Development Trees]], | [[Development Trees]], | ||
− | [[Neighbors]] | + | [[Neighbors]], |
+ | [[Purchasable Game Advantages]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 18:52, 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
Development Trees, linked for example to Powers, Skills, or Technologies,
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Value of Effort (except as Purchasable Game Advantages)
Anticipation Player-Planned Development Character Levels
Can Instantiate
with ...
Can Modulate
Levels, Powers, Privileged Abilities, Vehicles, Weapons
Can Be Instantiated By
Abstract Player Construct Development, Achievements, Character Development, Development Trees, Neighbors, Purchasable Game Advantages
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
-