Replayability

From gdp3
Revision as of 14:59, 2 January 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

The level to which a game provides new challenges, learning opportunities, or experiences when played again.

This pattern is a still a stub.

Examples

The challenge and advanced mode in Portal

Using the pattern

Internal Conflicts

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A rewrite of a pattern 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.