Attention Demanding Gameplay
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Potentially Conflicting With
Minimalized Social Weight, Ubiquitous Gameplay Drop-In/Drop-Out Game Pauses
Relations
Can Instantiate
Can Modulate
-
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
-
Potentially Conflicting With
Drop-In/Drop-Out, Game Pauses, Minimalized Social Weight, Ubiquitous Gameplay
History
New pattern created in this wiki.
References
-
Acknowledgements
-