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
Free Game Element Manipulation, Fudged Results, Game Masters, Game Worlds, Ghosts, Helplessness, Hovering Closures, Irreversible Events, Levels, Location-Fixed Abilities, Loyalty, Maneuvering, Movement, One-Way Travel, Predetermined Story Structures, 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, Strategic Knowledge,
with Moveable Tiles
Strategic Knowledge, Rhythm-Based Actions, Timing
Can Modulate
Ability Losses, Freedom of Choice,
Can Be Instantiated By
Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators,
Damage together with Moveable Tiles
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Determinable Chance to Succeed, Exaggerated Perception of Influence,
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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