Difference between revisions of "Lull Periods"

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(Using the pattern)
(Relations)
Line 38: Line 38:
  
 
== Relations ==
 
== Relations ==
[[Strategic Planning]]
 
[[Exploitation]]
 
[[Gameplay Engines]]
 
[[Tactical Planning]]
 
[[Inventories]]
 
[[Team Strategy Identification]]
 
[[Cut Scenes]]
 
 
[[Togetherness]]
 
 
[[Game Masters]]
 
[[Dedicated Game Facilitators]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Pottering]],  
 
[[Pottering]],  
 
+
[[Stimulated Planning]],
==== with ... ====
+
[[Togetherness]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 60: Line 47:
  
 
=== 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.

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

-

Can Be Instantiated By

Cut Scenes, Dedicated Game Facilitators, Downtime, Exploitation, Game Masters, Gameplay Engines, Transport Routes

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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