Difference between revisions of "Waves"
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Revision as of 15:16, 19 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Zagal et al.[1] describe the phenomenon as: "A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player. There is usually a pause, or respite, between waves. One of the defining aspects of the wave is player interaction results in the end of the game (game over). Segmentation with waves is primarily used to increase the tension of the gameplay."
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Enemies Generic Adversaries Challenging Gameplay
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An pattern based upon the description of waves in the paper Rounds, levels, and waves: The early evolution of gameplay segmentation[1].
References
- ↑ 1.0 1.1 Zagal, J.P., Fernández-Vara, C. & Mateas, M. (2008). Rounds, levels, and waves: The early evolution of gameplay segmentation. Games and Culture no. 3 (2):175-198.
Acknowledgements
Jose Zagal, Clara Fernández-Vara, Michael Mateas