Freedom of Choice

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

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.