Ultra-Powerful Events
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
Ability Losses, Alien Space Bats, Character Defining Actions, Companions, Controllers, Cutscenes, Damage, Delayed Effects, Dedicated Game Facilitators, Determinable Chance to Succeed, Downtime, Enemies, Exaggerated Perception of Influence, Freedom of Choice, Free Game Element Manipulation, Fudged Results, Game Masters, Game Worlds, Ghosts, Helplessness, Hovering Closures, Irreversible Events, Levels, Location-Fixed Abilities, Loyalty, Maneuvering, Moveable Tiles, Movement, One-Way Travel, Predetermined Story Structures, Predictable Consequences, Quests, Quick Returns, Quick Travel, Rhythm-Based Actions, Scripted Information Sequences, Self-Facilitated Games, Shrinking Game Worlds, Single-Player Games, Spectators, Stimulated Planning, Storytelling, Strategic Knowledge, Surprise Attacks, Switches, Time Limits, Traps, Turn Taking, Warp Zones
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
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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