Difficulty Levels
From gdp3
Revision as of 19:55, 17 April 2011 by Staffan Björk (Talk | contribs)
Controls in a game for letting player choose how difficult the gameplay should be.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.