Difference between revisions of "Rhythm-Based Actions"
From gdp3
Line 1: | Line 1: | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
+ | [[Category:Needs references]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Stub]] | [[Category:Stub]] |
Revision as of 13:49, 2 May 2010
Actions that require players to time their actions in relation to a rhythm.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.