Difference between revisions of "Replayability"

From gdp3
Jump to: navigation, search
Line 1: Line 1:
 +
[[Category:Needs Closure effect relations]]
 
[[Category:Aesthetic Patterns]]
 
[[Category:Aesthetic Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]

Revision as of 11:41, 10 September 2010

The level to which a game provides new challenges, learning opportunities, or experiences when played again.

Examples

Using the pattern

Internal Conflicts

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.