Lull Periods

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Gameplay time when players are not stressed about performing actions.

This pattern is a still a stub.

Examples

Left 4 Dead series, horror games, Europa Universalis series,

Anti-Examples

optional

Using the pattern

Lull Periods can range from complete removal of possibilities to perform actions to gameplay time when there is not particular stress. This makes the latter end of the scale subjective, and the pattern into a Subjective Pattern. Cut Scenes and other forms of patterns that create Downtime can be used for the former end of the scale while moving along Transport Routes or observing well-behaving Exploitation or Gameplay Engines can be used for the latter end. Dedicated Game Facilitators and Game Masters can be used for both and can easily move from one end to the other of the scale as needed.

Narration Aspects

Although Lull Periods do not have to relate to a game's narration, it can be used as a Narration Pattern for reason of tempo.

Consequences

As its definition suggested, Lull Periods is not compatible with Tension but can provide players with Anticipation if they know approximately when the Lull Periods will end. Player can make use of Lull Periods to engage in Pottering or Stimulated Planning, and in Multiplayer Games experience Togetherness simply because they can focus their attention more on the players than on the gameplay without as great risk of missing something.

Relations

Can Instantiate

Pottering, Stimulated Planning

with Multiplayer Games

Togetherness

Can Modulate

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Can Be Instantiated By

Cut Scenes, Dedicated Game Facilitators, Downtime, Exploitation, Game Masters, Gameplay Engines, Transport Routes

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Tension

History

New pattern created in this wiki.

References

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Acknowledgements

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