Difference between revisions of "Luck"
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''The feeling that random effects are not random but favorable or unfavorable to a player.'' | ''The feeling that random effects are not random but favorable or unfavorable to a player.'' | ||
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=== Examples === | === Examples === |
Revision as of 14:52, 2 January 2011
The feeling that random effects are not random but favorable or unfavorable to a player.
This pattern is still a stub.
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
A rewrite version of a pattern that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.