Difference between revisions of "Entrenching Gameplay"
From gdp3
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[[Category:To be Published]] | [[Category:To be Published]] | ||
− | '' | + | ''Games where the perceivable game state becomes less and less mutable as gameplay continues.'' |
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This pattern is a still a stub. | This pattern is a still a stub. | ||
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Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er | Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er | ||
+ | Sokoban | ||
+ | |||
+ | |||
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+ | ==== Anti-Examples ==== | ||
+ | [[Munchkin]] | ||
== Using the pattern == | == Using the pattern == | ||
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+ | [[Entrenching Gameplay]] is often used to create [[Predictable Gameplay Time]], if this is the cause of using the pattern then an alternative is using [[Positive Feedback Loops]] instead. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Predictable Gameplay Time]] | ||
==== with ... ==== | ==== with ... ==== |
Revision as of 08:03, 13 August 2012
Games where the perceivable game state becomes less and less mutable as gameplay continues.
This pattern is a still a stub.
Contents
Examples
Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er
Sokoban
Anti-Examples
Using the pattern
Entrenching Gameplay is often used to create Predictable Gameplay Time, if this is the cause of using the pattern then an alternative is using Positive Feedback Loops instead.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
Karl-Petter Åkesson