Difference between revisions of "Ultra-Powerful Events"
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=== Examples === | === Examples === | ||
− | + | [[Left 4 Dead series]] | |
− | + | ||
− | + | ||
== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Alien Space Bats]], | ||
+ | [[Character Defining Actions]], | ||
+ | [[Controllers]], | ||
+ | [[Cutscenes]], | ||
+ | [[Dedicated Game Facilitators]], | ||
+ | [[Fudged Results]], | ||
+ | [[Game Masters]], | ||
+ | [[Helplessness]], | ||
+ | [[Location-Fixed Abilities]], | ||
+ | [[Loyalty]], | ||
+ | [[Movement]], | ||
+ | [[One-Way Travel]], | ||
+ | [[Quick Returns]], | ||
+ | [[Quick Travel]], | ||
+ | [[Scripted Information Sequences]], | ||
+ | [[Shrinking Game Worlds]], | ||
+ | [[Switches]], | ||
+ | [[Traps]], | ||
+ | |||
+ | [[Damage]] together with [[Moveable Tiles]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Irreversible Events]], | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 26: | Line 49: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Companions]], | ||
+ | [[Delayed Effects]], | ||
+ | [[Downtime]], | ||
+ | [[Hovering Closures]], | ||
+ | [[Predictable Consequences]], | ||
+ | [[Predetermined Story Structures]], | ||
+ | [[Spectators]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Strategic Knowledge]], | ||
+ | [[Surprise Attacks]], | ||
+ | [[Time Limits]], | ||
− | [[ | + | ==== with [[Moveable Tiles]] ==== |
+ | [[Strategic Knowledge]], [[Rhythm-Based Actions]], [[Timing]] | ||
− | == | + | === Can Modulate === |
− | + | [[Ability Losses]], | |
− | [[ | + | [[Freedom of Choice]], |
+ | [[Game Worlds]], | ||
+ | [[Ghosts]], | ||
+ | [[Maneuvering]], | ||
+ | [[Quick Travel]], | ||
+ | === Potentially Conflicting With === | ||
+ | [[Determinable Chance to Succeed]], | ||
+ | [[Exaggerated Perception of Influence]], | ||
+ | [[Free Game Element Manipulation]], | ||
+ | [[Self-Facilitated Games]], | ||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Companions]], | [[Companions]], | ||
Line 75: | Line 121: | ||
[[Scripted Information Sequences]], | [[Scripted Information Sequences]], | ||
[[Shrinking Game Worlds]], | [[Shrinking Game Worlds]], | ||
+ | [[Switches]], | ||
[[Traps]], | [[Traps]], | ||
Revision as of 08:24, 28 July 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Switches, Traps,
Damage together with Moveable Tiles
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Companions, Delayed Effects, Downtime, Hovering Closures, Predictable Consequences, Predetermined Story Structures, Spectators, Stimulated Planning, Strategic Knowledge, Surprise Attacks, Time Limits,
with Moveable Tiles
Strategic Knowledge, Rhythm-Based Actions, Timing
Can Modulate
Ability Losses, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel,
Potentially Conflicting With
Determinable Chance to Succeed, Exaggerated Perception of Influence, Free Game Element Manipulation, Self-Facilitated Games,
Relations
Can Instantiate
Companions, Delayed Effects, Downtime, Hovering Closures, Predictable Consequences, Predetermined Story Structures, Spectators, Stimulated Planning, Strategic Knowledge, Surprise Attacks, Time Limits,
with Moveable Tiles
Strategic Knowledge, Rhythm-Based Actions, Timing
Can Modulate
Ability Losses, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel,
Can Be Instantiated By
Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Switches, Traps,
Damage together with Moveable Tiles
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Determinable Chance to Succeed, Exaggerated Perception of Influence, Free Game Element Manipulation, Self-Facilitated Games,
History
An updated version of the pattern Ultra-Powerful Events 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.
Acknowledgements
-