Difference between revisions of "Unlocking"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
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+ | [[Development Trees]], linked for example to [[Powers]], [[Skills]], or [[Technologies]], | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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[[Achievements]] | [[Achievements]] | ||
[[Purchasable Game Advantages]] | [[Purchasable Game Advantages]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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[[Powers]], | [[Powers]], | ||
[[Privileged Abilities]], | [[Privileged Abilities]], | ||
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[[Vehicles]], | [[Vehicles]], | ||
[[Weapons]] | [[Weapons]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Development Trees]], | ||
[[Neighbors]] | [[Neighbors]] | ||
Revision as of 18:35, 18 October 2011
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
See the Gamasutra article Aesthetics of Social Games[1] for more details.
Contents
Examples
Using the pattern
Development Trees, linked for example to Powers, Skills, or Technologies,
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Character Development Abstract Player Construct Development Anticipation Player-Planned Development Grinding Character Levels Achievements Purchasable Game Advantages
Can Instantiate
with ...
Can Modulate
Levels, Powers, Privileged Abilities, Vehicles, Weapons
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki. However the concept was first described in the Gamasutra article Aesthetics of Social Games[1] by Aki Järvinen.
References
- ↑ 1.0 1.1 Järvinen, A. (2010). Aesthetics of Social Games.Posted 07/05/10 on Gamasutra.
Acknowledgements
-