Difference between revisions of "Excise"
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This pattern is a still a stub. | This pattern is a still a stub. | ||
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+ | Note: ''the concept of [[Excise]] comes from the field of Human-Computer Interaction<ref name="cooper"/>. | ||
=== Examples === | === Examples === | ||
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== References == | == References == | ||
− | + | <references> | |
+ | <ref name="cooper">apa</ref> | ||
+ | </references> | ||
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== Acknowledgements == | == Acknowledgements == | ||
Karl Bergström | Karl Bergström |
Revision as of 10:16, 6 July 2016
Ancillary actions necessary for gameplay but that do not contribute directly to gameplay.
This pattern is a still a stub.
Note: the concept of Excise comes from the field of Human-Computer Interaction[1].
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Abstract Player Constructs, Action Programming, Bookkeeping Tokens, Characters, Complex Gameplay, Drafting, Game Element Insertion, Game Masters, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Persistent Game Worlds, Puzzle Solving, Save Scumming, Self-Facilitated Games, Units, Vehicle Sections, Zero-Player Games
AI Players, Game System Player, Game Worlds, or Units in Self-Facilitated Games
Can Be Modulated By
Current Player Tokens, Entitled Players, First Player Tokens, Game Servers, Score Tracks
Possible Closure Effects
-
Potentially Conflicting With
Dedicated Game Facilitators, Freedom of Choice, Game Masters, Minimalized Social Weight, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles
Resource Caps when Bookkeeping Tokens are used
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
-
Can Modulate
-
Can Be Instantiated By
Abstract Player Constructs, Action Programming, Bookkeeping Tokens, Characters, Complex Gameplay, Drafting, Game Element Insertion, Game Masters, Gameplay Statistics, Grinding, Movement, No-Use Bonus, Optional Rules, Persistent Game Worlds, Puzzle Solving, Save Scumming, Self-Facilitated Games, Units, Vehicle Sections, Zero-Player Games
AI Players, Game System Player, Game Worlds, or Units in Self-Facilitated Games
Can Be Modulated By
Current Player Tokens, Entitled Players, First Player Tokens, Game Servers, Score Tracks
Possible Closure Effects
-
Potentially Conflicting With
Dedicated Game Facilitators, Freedom of Choice, Game Masters, Minimalized Social Weight, Mules, Non-Player Help, Purchasable Game Advantages, Quick Returns, Vehicles
Resource Caps when Bookkeeping Tokens are used
History
New pattern created in this wiki.
References
- ↑ apa
Acknowledgements
Karl Bergström