Difference between revisions of "Togetherness"
From gdp3
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== Relations == | == Relations == | ||
+ | [[Reflective Communication]] | ||
[[Real-Time Games]] | [[Real-Time Games]] | ||
[[Drop-In/Drop-Out]] | [[Drop-In/Drop-Out]] |
Revision as of 06:27, 17 July 2019
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
see Karl Bergström PhD thesis.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Reflective Communication Real-Time Games Drop-In/Drop-Out Team Strategy Identification Spectacular Failure Enjoyment Multiplayer Games Guilting Player Elimination Parties Social Rewards Communication Channels Negotiable Game Instance Duration Social Roles Actor Detachment Social Adaptability Backseat Gamers Mutual FUBAR Enjoyment Game Instance Stories Ragequitting Unsynchronized Game Sessions Friend Lists Synchronous Gameplay TvT Team Development Teams Lull Periods Shared Penalties Shared Rewards
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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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
Karl Bergström