Unlocking

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

This pattern is a still a stub.

See the Gamasutra article Aesthetics of Social Games[1] for more details.

Examples

Using the pattern

Development Trees, linked for example to Powers, Skills, or Technologies,

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Value of Effort (except as Purchasable Game Advantages)

Anticipation Player-Planned Development Character Levels

Can Instantiate

Grinding, Sidegrades

with ...

Can Modulate

Levels, Powers, Privileged Abilities, Vehicles, Weapons

Can Be Instantiated By

Abstract Player Construct Development, Achievements, Character Development, Development Trees, Neighbors, Purchasable Game Advantages

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki. However the concept was first described in the Gamasutra article Aesthetics of Social Games[1] by Aki Järvinen.

References

  1. 1.0 1.1 Järvinen, A. (2010). Aesthetics of Social Games.Posted 07/05/10 on Gamasutra.

Acknowledgements

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