Difference between revisions of "Excise"

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== Relations ==
 
== Relations ==
 +
[[Drop-In/Drop-Out]]
 +
[[Game Element Insertion]]
 +
[[Dedicated Game Facilitators]]
 +
[[Dynamic Difficulty Adjustment]]
 +
[[Units]]
 +
[[Mules]]
 +
[[Turn-Based Games]]
 +
[[Gameplay Statistics]]
 +
[[Quick Returns]]
 +
[[Characters]]
 +
[[Game State Indicators]]
 +
[[AI Players]]
 +
[[Freedom of Choice]]
 +
[[Optional Rules]]
 +
[[Action Programming]]
 +
[[Torchlight]]
 +
[[Zero-Player Games]]
 +
[[Single-Player Games]]
 +
[[Game Worlds]]
 +
[[Self-Facilitated Games]]
 +
[[Game Masters]]
 +
[[Persistent Game Worlds]]
 +
[[Non-Player Help]]
 +
[[Grinding]]
 +
[[Purchasable Game Advantages]]
 +
[[Resource Caps]]
 +
[[Vehicles]]
 +
[[Weapons]]
 +
[[Abstract Player Constructs]]
 +
[[Movement]]
 +
[[Vehicle Sections]]
 +
[[Bookkeeping Tokens]]
 +
[[Score Tracks]]
 +
[[No-Use Bonus]]
 +
[[Drafting]]
 +
[[Game World Navigation]]
 +
[[Puzzle Solving]]
 +
[[Traverse]]
 +
[[Minimalized Social Weight]]
 +
[[Social Adaptability]]
 +
[[Entitled Players]]
 +
[[Game Servers]]
 +
[[Sanctioned Cheating]]
 +
[[Game System Player]]
 +
[[Complex Gameplay]]
 +
[[Synchronous Gameplay]]
 +
[[First Player Tokens]]
 +
[[Current Player Tokens]]
 +
[[Save Scumming]]
 +
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 11:46, 4 July 2016

Ancillary actions necessary for gameplay but that do not contribute directly to gameplay.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Drop-In/Drop-Out Game Element Insertion Dedicated Game Facilitators Dynamic Difficulty Adjustment Units Mules Turn-Based Games Gameplay Statistics Quick Returns Characters Game State Indicators AI Players Freedom of Choice Optional Rules Action Programming Torchlight Zero-Player Games Single-Player Games Game Worlds Self-Facilitated Games Game Masters Persistent Game Worlds Non-Player Help Grinding Purchasable Game Advantages Resource Caps Vehicles Weapons Abstract Player Constructs Movement Vehicle Sections Bookkeeping Tokens Score Tracks No-Use Bonus Drafting Game World Navigation Puzzle Solving Traverse Minimalized Social Weight Social Adaptability Entitled Players Game Servers Sanctioned Cheating Game System Player Complex Gameplay Synchronous Gameplay First Player Tokens Current Player Tokens Save Scumming


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 Bergström