Difference between revisions of "Ultra-Powerful Events"
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[[Downtime]], | [[Downtime]], | ||
[[Hovering Closures]], | [[Hovering Closures]], | ||
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[[Predetermined Story Structures]], | [[Predetermined Story Structures]], | ||
[[Spectators]], | [[Spectators]], | ||
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[[Surprise Attacks]], | [[Surprise Attacks]], | ||
[[Time Limits]], | [[Time Limits]], | ||
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==== with [[Moveable Tiles]] ==== | ==== with [[Moveable Tiles]] ==== | ||
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[[Quick Travel]], | [[Quick Travel]], | ||
− | [[Ultra-Powerful Events]] is difficult to combine with both [[Free Game Element Manipulation]] and [[Self-Facilitated Games]]. Those which are known in advance work against [[Exaggerated Perception of Influence]] while those that aren't work against players having a [[Determinable Chance to Succeed]]. | + | [[Ultra-Powerful Events]] is difficult to combine with both [[Free Game Element Manipulation]] and [[Self-Facilitated Games]]. Those which are known in advance work against [[Exaggerated Perception of Influence]] while those that aren't work against players having a [[Determinable Chance to Succeed]]. Known [[Ultra-Powerful Events]] also led games to having [[Predictable Consequences]], and this can be [[Strategic Knowledge]] and make games with it have [[Stimulated Planning]]. |
== Relations == | == Relations == |
Revision as of 11:36, 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, Predetermined Story Structures, Spectators, 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,
Ultra-Powerful Events is difficult to combine with both Free Game Element Manipulation and Self-Facilitated Games. Those which are known in advance work against Exaggerated Perception of Influence while those that aren't work against players having a Determinable Chance to Succeed. Known Ultra-Powerful Events also led games to having Predictable Consequences, and this can be Strategic Knowledge and make games with it have Stimulated Planning.
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
-