Difference between revisions of "Lull Periods"

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(Using the pattern)
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[[Category:Gameplay Arc Patterns]]
 
[[Category:Gameplay Arc Patterns]]
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[[Category:Subjective Patterns]]
 
[[Category:Dynamic Patterns]]
 
[[Category:Dynamic Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]

Revision as of 15:08, 2 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Left 4 Dead series, horror games, Europa Universalis series,

Anti-Examples

optional

Using the pattern

Lull Periods can range from Downtime not being stressful.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Strategic Planning Exploitation Gameplay Engines Tactical Planning Inventories Team Strategy Identification Cut Scenes

Togetherness

Game Masters Dedicated Game Facilitators

Can Instantiate

Pottering,

with ...

Can Modulate

-

Can Be Instantiated By

Downtime, Transport Routes

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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