Entrenching Gameplay
From gdp3
Revision as of 08:03, 13 August 2012 by Staffan Björk (Talk | contribs)
Games where the perceivable game state becomes less and less mutable as gameplay continues.
This pattern is a still a stub.
Contents
Examples
Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er
Sokoban
Anti-Examples
Using the pattern
Entrenching Gameplay is often used to create Predictable Gameplay Time, if this is the cause of using the pattern then an alternative is using Positive Feedback Loops instead.
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.
References
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Acknowledgements
Karl-Petter Åkesson