Attention Demanding Gameplay

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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

Relations

Real-Time Games Maneuvering Time Limits FUBAR Enjoyment Enemies Game Items Traps Scripted Information Sequences Flanking Routes Combat Always Vulnerable Focus Loci God Fingers Ubiquitous Gameplay Guard Minimalized Social Weight

Tension

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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