Repetitive Gameplay

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Revision as of 14:19, 15 August 2016 by Staffan Björk (Talk | contribs) (Narration Aspects)

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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

Can Be Instantiated By

Generic Adversaries, Grinding, Pottering

One way of Repetition of Position Draws

Potentially Conflicting With

Value of Effort Player Agency,

Narration Aspects

Repetitive Gameplay can be difficult to combine with Narration Structures unless they are also based upon cyclic repetition, e.g. the story structures in the movies Groundhog Day or Edge of Tomorrow. While The Legend of Zelda: Majora's Mask does have such as structure, the amount of gameplay available in each cycle makes this game not have Repetitive Gameplay.

Consequences

Can Instantiate

Cognitive Engrossment, Sensory-Motoric Engrossment, Spatial Engrossment, Value of Effort

Can Modulate

Gameplay Mastery

Relations

Can Instantiate

Cognitive Engrossment, Sensory-Motoric Engrossment, Spatial Engrossment, Value of Effort

Can Modulate

Gameplay Mastery

Can Be Instantiated By

Generic Adversaries, Grinding, Pottering

Can Be Modulated By

Repetition of Position Draws

Possible Closure Effects

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Potentially Conflicting With

Player Agency, Value of Effort

History

New pattern created in this wiki.

References

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Acknowledgements

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