Freedom of Choice
From gdp3
Revision as of 19:30, 24 April 2010 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
Contents
Examples
Using the pattern
Alarms Analysis Paralysis Randomness Exaggerated Perception of Influence Avatars Characters Stimulated Planning Enemies Rerolls
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
An updated version of the pattern Freedom of Choice that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.