Entrenching Gameplay

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Games where the perceivable game state becomes less and less mutable as gameplay continues.


This pattern is a still a stub.

Examples

Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er

Sokoban


Anti-Examples

Munchkin

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

Predictable Gameplay Time

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

-

Acknowledgements

Karl-Petter Åkesson