Difference between revisions of "Tension"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
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+ | [[Detective Structure]] | ||
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+ | [[Surprises]] | ||
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+ | [[Traces]] | ||
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+ | [[Clues]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 10:18, 30 May 2010
The feeling of caring about the outcome of actions or events in a game without having full control over them.
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 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.