Difference between revisions of "Excise"
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== Relations == | == Relations == | ||
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[[Non-Player Help]] | [[Non-Player Help]] | ||
[[Grinding]] | [[Grinding]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Action Programming]], | ||
[[Characters]], | [[Characters]], | ||
[[Game Element Insertion]], | [[Game Element Insertion]], | ||
+ | [[Game Masters]], | ||
[[Gameplay Statistics]], | [[Gameplay Statistics]], | ||
− | [[Units]] | + | [[Optional Rules]], |
+ | [[Persistent Game Worlds]], | ||
+ | [[Self-Facilitated Games]], | ||
+ | [[Units]], | ||
+ | [[Zero-Player Games]] | ||
− | [[Units]] in [[Self-Facilitated Games]] | + | [[AI Players]], |
+ | [[Game Worlds]], or | ||
+ | [[Units]] | ||
+ | in [[Self-Facilitated Games]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Dedicated Game Facilitators]], | [[Dedicated Game Facilitators]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Game Masters]], | ||
[[Mules]], | [[Mules]], | ||
[[Quick Returns]] | [[Quick Returns]] |
Revision as of 10:47, 5 July 2016
Ancillary actions necessary for gameplay but that do not contribute directly to gameplay.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Non-Player Help Grinding Purchasable Game Advantages Resource Caps Vehicles Weapons Abstract Player Constructs Movement Vehicle Sections Bookkeeping Tokens Score Tracks No-Use Bonus Drafting Game World Navigation Puzzle Solving Traverse Minimalized Social Weight Social Adaptability Entitled Players Game Servers Sanctioned Cheating Game System Player Complex Gameplay Synchronous Gameplay First Player Tokens Current Player Tokens Save Scumming
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
Action Programming, Characters, Game Element Insertion, Game Masters, Gameplay Statistics, Optional Rules, Persistent Game Worlds, Self-Facilitated Games, Units, Zero-Player Games
AI Players, Game Worlds, or Units in Self-Facilitated Games
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Dedicated Game Facilitators, Freedom of Choice, Game Masters, Mules, Quick Returns
History
New pattern created in this wiki.
References
-
Acknowledgements
Karl Bergström