Difference between revisions of "Replayability"
From gdp3
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''The level to which a game provides new challenges, learning opportunities, or experiences when played again.'' | ''The level to which a game provides new challenges, learning opportunities, or experiences when played again.'' | ||
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=== Examples === | === Examples === |
Revision as of 14:59, 2 January 2011
The level to which a game provides new challenges, learning opportunities, or experiences when played again.
This pattern is a still a stub.
Contents
Examples
The challenge and advanced mode in Portal
Using the pattern
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.