Attention Demanding Gameplay
From gdp3
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
Always Vulnerable, Combat, Enemies, Flanking Routes, Focus Loci, Guard, Maneuvering, Real-Time Games, Time Limits
Game Items together with Stealing
Scripted Information Sequences together with Traps or The Show Must Go On
Time Limits together with Traps
Can Be Modulated By
Attention Swapping, Disruption of Focused Attention, God Fingers, Penalties
Possible Closure Effects
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Potentially Conflicting With
Minimalized Social Weight, Ubiquitous Gameplay
History
New pattern created in this wiki.
References
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Acknowledgements
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