Difference between revisions of "Replayability"
From gdp3
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[[Category:Aesthetical Patterns]] | [[Category:Aesthetical Patterns]] | ||
+ | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
+ | [[Category:Stub]] | ||
+ | ''The level to which a game provides new challenges, learning opportunities, or experiences when played again.'' | ||
+ | |||
+ | === Examples === | ||
+ | |||
+ | == Using the pattern == | ||
+ | |||
+ | === Diegetic Aspects === | ||
+ | |||
+ | === Interface Aspects === | ||
+ | |||
+ | === Narrative Aspects === | ||
+ | |||
+ | == Consequences == | ||
+ | |||
+ | == Relations == | ||
+ | |||
+ | === Can Instantiate === | ||
+ | |||
+ | === Can Modulate === | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | |||
+ | == History == | ||
+ | A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>. | ||
+ | |||
+ | == References == | ||
+ | <references> | ||
+ | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
+ | </references> |
Revision as of 20:17, 11 April 2010
The level to which a game provides new challenges, learning opportunities, or experiences when played again.
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
Potentially Conflicting With
History
A rewrite 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.