Difference between revisions of "Entrenching Gameplay"

From gdp3
Jump to: navigation, search
Line 8: Line 8:
 
[[Category:To be Published]]
 
[[Category:To be Published]]
  
''The one-sentence "definition" that should be in italics.''
+
''Games where the perceivable game state becomes less and less mutable as gameplay continues.''
 +
 
 +
 
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
Line 15: Line 17:
 
Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er
 
Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er
  
 +
Sokoban
 +
 +
 +
 +
==== Anti-Examples ====
 +
[[Munchkin]]
  
 
== Using the pattern ==
 
== 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 ===
 
=== Diegetic Aspects ===
Line 29: Line 40:
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Predictable Gameplay Time]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 08:03, 13 August 2012


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