Attention Demanding Gameplay

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

FUBAR Enjoyment, Tension

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

Minimalized Social Weight, Ubiquitous Gameplay

History

New pattern created in this wiki.

References

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Acknowledgements

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