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Ancillary actions necessary for gameplay but that do not contribute directly to gameplay.

This pattern is a still a stub.




Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects



AI Players Freedom of Choice Optional Rules Action Programming Torchlight Zero-Player Games Single-Player Games Game Worlds Self-Facilitated Games Game Masters Persistent Game Worlds Non-Player Help Grinding Purchasable Game Advantages Resource Caps Vehicles Weapons Abstract Player Constructs Movement Vehicle Sections Bookkeeping Tokens Score Tracks No-Use Bonus Drafting Game World Navigation Puzzle Solving Traverse Minimalized Social Weight Social Adaptability Entitled Players Game Servers Sanctioned Cheating Game System Player Complex Gameplay Synchronous Gameplay First Player Tokens Current Player Tokens Save Scumming

Can Instantiate


with ...

Can Modulate


Can Be Instantiated By

Characters, Game Element Insertion, Gameplay Statistics, Units

Units in Self-Facilitated Games

Can Be Modulated By


Possible Closure Effects


Potentially Conflicting With

Dedicated Game Facilitators, Mules, Quick Returns


New pattern created in this wiki.




Karl Bergström