Difference between revisions of "Helplessness"
From gdp3
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An updated version of the pattern ''Helplessness'' first identified in the paper ''Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games''<ref name="Bergstrom"/>. | An updated version of the pattern ''Helplessness'' first identified in the paper ''Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games''<ref name="Bergstrom"/>. | ||
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Revision as of 18:56, 15 March 2011
Gameplay situations where players cannot themselves affect their situation.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Helplessness first identified in the paper Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games[1].
References
- ↑ Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.
Acknowledgements
-