Difference between revisions of "Casual Gameplay"
From gdp3
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[[Smooth Learning Curves]] | [[Smooth Learning Curves]] | ||
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+ | [[Freedom of Choice]] | ||
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+ | Limited Gameplay Time | ||
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+ | Player Time Investments | ||
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+ | Negotiable Game Time | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | Juul | ||
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+ | positive themes | ||
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=== Interface Aspects === | === Interface Aspects === |
Revision as of 10:43, 9 January 2011
Games where gameplay is easy to begin, pauses, and end, without negatively affect any players' experience.
The book A Casual Revolution[1], discussed casual games and casual gamers in detail.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Limited Gameplay Time
Player Time Investments
Negotiable Game Time
Diegetic Aspects
Juul
positive themes
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Juul, J. (2010). A Casual Revolution - Reinventing Video Games and Their Players. MIT Press. ISBN 978-0-262-01337-6.