Difference between revisions of "Casual Gameplay"

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[[Smooth Learning Curves]]
 
[[Smooth Learning Curves]]
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[[Freedom of Choice]]
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Limited Gameplay Time
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Player Time Investments
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Negotiable Game Time
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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Juul
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positive themes
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=== Interface Aspects ===
 
=== Interface Aspects ===

Revision as of 10:43, 9 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.

This pattern is a still a stub.

Examples

Using the pattern

Challenging Gameplay

Units

Non-Player Characters

Enemies

Handicap Achievements

Game Mastery

Smooth Learning Curves

Freedom of Choice

Limited Gameplay Time

Player Time Investments

Negotiable Game Time


Diegetic Aspects

Juul

positive themes


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

  1. Juul, J. (2010). A Casual Revolution - Reinventing Video Games and Their Players. MIT Press. ISBN 978-0-262-01337-6.