Difference between revisions of "Lull Periods"
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[[Category:Gameplay Arc Patterns]] | [[Category:Gameplay Arc Patterns]] | ||
+ | [[Category:Narration Patterns]] | ||
[[Category:Subjective Patterns]] | [[Category:Subjective Patterns]] | ||
[[Category:Dynamic Patterns]] | [[Category:Dynamic Patterns]] | ||
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Lull Periods]] can range from complete removal of possibilities to perform actions to gameplay time when there is not particular stress. This makes the latter end of the scale subjective, and the pattern into a [[:Category:Subjective Patterns|Subjective Pattern]]. [[Cut Scenes]] and other forms of patterns that create [[Downtime]] can be used for the former end of the scale while moving along [[Transport Routes]] or observing well-behaving [[Exploitation]] or [[Gameplay Engines]] can be used for the latter end. [[Dedicated Game Facilitators]] and [[Game Masters]] can be used for both and can easily move from one end to the other of the scale as needed. | |
− | [[Lull Periods]] can range from | + | |
− | + | ||
− | not | + | |
− | + | ||
− | This makes the latter end of the scale subjective, and the pattern into a [[:Category:Subjective Patterns|Subjective Pattern]]. | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
=== Narration Aspects === | === Narration Aspects === | ||
+ | Although [[Lull Periods]] do not have to relate to a game's narration, it can be used as a [[:Category:Narration Patterns|Narration Pattern]] for reason of tempo. | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Pottering]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Togetherness]] | ||
== Relations == | == Relations == |
Revision as of 16:51, 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 complete removal of possibilities to perform actions to gameplay time when there is not particular stress. This makes the latter end of the scale subjective, and the pattern into a Subjective Pattern. Cut Scenes and other forms of patterns that create Downtime can be used for the former end of the scale while moving along Transport Routes or observing well-behaving Exploitation or Gameplay Engines can be used for the latter end. Dedicated Game Facilitators and Game Masters can be used for both and can easily move from one end to the other of the scale as needed.
Narration Aspects
Although Lull Periods do not have to relate to a game's narration, it can be used as a Narration Pattern for reason of tempo.
Consequences
Can Instantiate
Pottering, Stimulated Planning, Togetherness
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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