Difference between revisions of "Encouraged Return Visits"
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− | [[Encouraged Return Visits]] assumed that there is | + | [[Encouraged Return Visits]] assumed that there is a game to return to and that it is possible to join and leave it often, so a requirement for this design choice is that the game in consideration already supports [[Drop-In/Drop-Out]] gameplay, and typically this is done through a [[Persistent Game Worlds|Persistent Game World]]. |
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− | [[Drop-In/Drop-Out]] gameplay | + | |
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Revision as of 20:20, 2 February 2011
Game structures making players wanting to return to certain places or activities in the game.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Encouraged Return Visits assumed that there is a game to return to and that it is possible to join and leave it often, so a requirement for this design choice is that the game in consideration already supports Drop-In/Drop-Out gameplay, and typically this is done through a Persistent Game World.
Players are encouraged to return frequently to a certain part of the game space (Based upon observations in Brathwaite, 2007);
Persistent Game Worlds add another option: if they have Evolving Rule Sets players need to return regularly to keep up with the changes in the game.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Drop-In/Drop-Out, Persistent Game Worlds
Can Be Instantiated By
Evolving Rule Sets together with Persistent Game Worlds
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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