Player/System Action Composites

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Revision as of 20:17, 5 July 2015 by Staffan Björk (Talk | contribs) (Relations)

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

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Can Modulate

Movement, Performance Uncertainty, Player Unpredictability

Can Be Instantiated By

Automated Responses, Player Augmentations

Player/Character Skill Composites together with Automated Responses or Enforced Agent Behavior


Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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