Difference between revisions of "Replayability"

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[[Category:Needs Closure effect relations]]
 
 
[[Category:Aesthetic Patterns]]
 
[[Category:Aesthetic Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
 +
=== Possible Closure Effects ===
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===

Revision as of 08:45, 6 December 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

Possible Closure Effects

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.