Difference between revisions of "Helplessness"

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''The one-sentence "definition" that should be in italics.''
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''Gameplay situations where players cannot themselves affect their situation.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
  
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== History ==
 
== History ==
 
An updated version of the pattern ''Helplessness'' first identified in the paper ''Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games''<ref name="Bergstrom"/>.
 
An updated version of the pattern ''Helplessness'' first identified in the paper ''Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games''<ref name="Bergstrom"/>.
 
''or''
 
 
New pattern created in this wiki.
 
  
 
== References ==
 
== References ==
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== Acknowledgements ==
 
== Acknowledgements ==
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Revision as of 18:56, 15 March 2011

Gameplay situations where players cannot themselves affect their situation.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Helplessness first identified in the paper Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games[1].

References

  1. Bergström, K., Björk, S. & Lundgren, S. (2010). Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games. Paper presentation at Mindtrek 2010. Tampere, Finland.

Acknowledgements

-