Difference between revisions of "Casual Gameplay"
From gdp3
Line 1: | Line 1: | ||
[[Category:Aesthetic Patterns]] | [[Category:Aesthetic Patterns]] | ||
+ | [[Category:Difficulty-Related Patterns]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
[[Category:Patterns]] | [[Category:Patterns]] |
Revision as of 12:59, 2 January 2011
Games where gameplay is easy to begin, pauses, and end, without negatively affect any players' experience.
The book A Casual Revolution[1], discussed casual games and casual gamers in detail.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Juul, J. (2010). A Casual Revolution - Reinventing Video Games and Their Players. MIT Press. ISBN 978-0-262-01337-6.