Difference between revisions of "Lull Periods"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Pottering]], | [[Pottering]], | ||
− | + | [[Stimulated Planning]], | |
− | + | [[Togetherness]] | |
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Cut Scenes]], | ||
+ | [[Dedicated Game Facilitators]], | ||
[[Downtime]], | [[Downtime]], | ||
+ | [[Exploitation]], | ||
+ | [[Game Masters]], | ||
+ | [[Gameplay Engines]], | ||
[[Transport Routes]] | [[Transport Routes]] | ||
Revision as of 16:44, 2 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Left 4 Dead series, horror games, Europa Universalis series,
Anti-Examples
optional
Using the pattern
Lull Periods can range from Downtime not being stressful.
This makes the latter end of the scale subjective, and the pattern into a Subjective Pattern.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Pottering, Stimulated Planning, Togetherness
Can Modulate
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Can Be Instantiated By
Cut Scenes, Dedicated Game Facilitators, Downtime, Exploitation, Game Masters, Gameplay Engines, Transport Routes
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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