Difference between revisions of "Actor Detachment"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
− | Somewhat paradoxical, [[ | + | Somewhat paradoxical, [[Gameplay Mastery]] can support [[Actor Detachment]]. This since gameplay stressed some type of skill or knowledge, and this removes focus from other aspects of the players. |
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 16:04, 14 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Somewhat paradoxical, Gameplay Mastery can support Actor Detachment. This since gameplay stressed some type of skill or knowledge, and this removes focus from other aspects of the players.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
By minimizing the effects between players not directly related to gameplay expertise, Actor Detachment increases the Social Adaptability of a game.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Game Mastery, Mediated Gameplay
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki. However, the concept was developed by Linderoth et al. in 2006[1].
References
- ↑ Linderoth, J., Jäppinen, A., and Montola, M. (2006) How to measure the social adaptability of games - An evaluation template. IPerG deliverable.