Ultra-Powerful Events

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Left 4 Dead series

Relations

Predictable Consequences, Quests, Quick Returns, Quick Travel, Scripted Information Sequences, Self-Facilitated Games, Shrinking Game Worlds, Single-Player Games, Spectators, Stimulated Planning, Storytelling, Surprise Attacks, Switches, Time Limits, Traps, Turn Taking, Warp Zones

Can Instantiate

Companions, Delayed Effects, Downtime, Hovering Closures, Predetermined Story Structures, Strategic Knowledge,

with Moveable Tiles

Strategic Knowledge, Rhythm-Based Actions, Timing

Can Modulate

Ability Losses, Freedom of Choice, Game Worlds, Ghosts, Maneuvering,

Can Be Instantiated By

Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel,

Damage together with Moveable Tiles

Can Be Modulated By

Irreversible Events,

Possible Closure Effects

-

Potentially Conflicting With

Determinable Chance to Succeed, Exaggerated Perception of Influence, Free Game Element Manipulation,

History

An updated version of the pattern Ultra-Powerful Events that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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