Attention Demanding Gameplay
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Always Vulnerable, Combat, Enemies, Flanking Routes, Focus Loci, Guard, Maneuvering, Real-Time Games, Time Limits
Game Items together with Stealing
Scripted Information Sequences together with Traps or The Show Must Go On
Time Limits together with Traps
Various ways can modify Attention Demanding Gameplay once a design with it has been created. Disruption of Focused Attention or required Attention Swapping makes it more difficult to maintain.
In contrast, letting players interact with God Fingers as [Focus Loci]] can make it easier for players to quickly move between
Finally, simply modifying the Penalties associated with the failure of having attention modifies the demand of being attentive.
Attention Demanding Gameplay can be difficult to use together with Game Pauses, Minimalized Social Weight, or Ubiquitous Gameplay.
Consequences
Attention Demanding Gameplay gives rise to, or increases, Tension in games since players must keep their focus on the gameplay at all times. Failure to do so and the resulting effects can create FUBAR Enjoyment.
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
Always Vulnerable, Combat, Enemies, Flanking Routes, Focus Loci, Guard, Maneuvering, Real-Time Games, Time Limits
Game Items together with Stealing
Scripted Information Sequences together with Traps or The Show Must Go On
Time Limits together with Traps
Can Be Modulated By
Attention Swapping, Disruption of Focused Attention, God Fingers, Penalties
Possible Closure Effects
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Potentially Conflicting With
Game Pauses, Minimalized Social Weight, Ubiquitous Gameplay
History
New pattern created in this wiki.
References
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Acknowledgements
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