Clickability
From gdp3
Revision as of 17:22, 21 May 2011 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Aki Järvinen's original definition[1] for Clickability was "the routine yet enjoyable behavior of executing a set of game actions, with the mouse, and intuitively responding to the UI feedback, during a single social (Facebook) game session."
Contents
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
An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[2].
or
New pattern created in this wiki.
References
- ↑ Järvinen, A. Clickability: A Design Concept for Social Games. Blog entry reposted at Gamasutra 07/05/10.
- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedBjork_.26_Holopainen_2004
Acknowledgements
Aki Järvinen