Difference between revisions of "Ultra-Powerful Events"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Ability Losses]],
 
[[Alien Space Bats]],
 
[[Character Defining Actions]],
 
[[Companions]],
 
[[Controllers]],
 
[[Cutscenes]],
 
[[Damage]],
 
[[Delayed Effects]],
 
[[Dedicated Game Facilitators]],
 
[[Determinable Chance to Succeed]],
 
[[Downtime]],
 
[[Enemies]],
 
[[Exaggerated Perception of Influence]],
 
[[Freedom of Choice]],
 
 
[[Free Game Element Manipulation]],  
 
[[Free Game Element Manipulation]],  
 
[[Fudged Results]],  
 
[[Fudged Results]],  
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[[Loyalty]],  
 
[[Loyalty]],  
 
[[Maneuvering]],  
 
[[Maneuvering]],  
[[Moveable Tiles]],
 
 
[[Movement]],  
 
[[Movement]],  
 
[[One-Way Travel]],  
 
[[One-Way Travel]],  
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[[Quick Returns]],  
 
[[Quick Returns]],  
 
[[Quick Travel]],  
 
[[Quick Travel]],  
[[Rhythm-Based Actions]],
 
 
[[Scripted Information Sequences]],  
 
[[Scripted Information Sequences]],  
 
[[Self-Facilitated Games]],  
 
[[Self-Facilitated Games]],  
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[[Stimulated Planning]],  
 
[[Stimulated Planning]],  
 
[[Storytelling]],  
 
[[Storytelling]],  
[[Strategic Knowledge]],
 
 
[[Surprise Attacks]],  
 
[[Surprise Attacks]],  
 
[[Switches]],  
 
[[Switches]],  
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=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Companions]],
 +
[[Delayed Effects]],
 +
[[Downtime]],
 +
[[Strategic Knowledge]],
  
==== with ... ====
+
==== with [[Moveable Tiles]] ====
 +
[[Strategic Knowledge]], [[Rhythm-Based Actions]], [[Timing]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Ability Losses]],
 +
[[Freedom of Choice]],
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
+
[[Alien Space Bats]],
 +
[[Character Defining Actions]],
 +
[[Controllers]],
 +
[[Cutscenes]],
 +
[[Dedicated Game Facilitators]],
 +
 
 +
[[Damage]] together with [[Moveable Tiles]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Determinable Chance to Succeed]],
 +
[[Exaggerated Perception of Influence]],
  
 
== History ==
 
== History ==

Revision as of 08:09, 28 July 2016

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Left 4 Dead series

Relations

Free Game Element Manipulation, Fudged Results, Game Masters, Game Worlds, Ghosts, Helplessness, Hovering Closures, Irreversible Events, Levels, Location-Fixed Abilities, Loyalty, Maneuvering, Movement, One-Way Travel, Predetermined Story Structures, Predictable Consequences, Quests, Quick Returns, Quick Travel, Scripted Information Sequences, Self-Facilitated Games, Shrinking Game Worlds, Single-Player Games, Spectators, Stimulated Planning, Storytelling, Surprise Attacks, Switches, Time Limits, Traps, Turn Taking, Warp Zones

Can Instantiate

Companions, Delayed Effects, Downtime, Strategic Knowledge,

with Moveable Tiles

Strategic Knowledge, Rhythm-Based Actions, Timing

Can Modulate

Ability Losses, Freedom of Choice,

Can Be Instantiated By

Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators,

Damage together with Moveable Tiles

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Determinable Chance to Succeed, Exaggerated Perception of Influence,

History

An updated version of the pattern Ultra-Powerful Events that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-