Difference between revisions of "Rhythm-Based Actions"

From gdp3
Jump to: navigation, search
Line 3: Line 3:
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Stub]]
 
[[Category:Stub]]
 
 
''Actions that require players to time their actions in relation to a rhythm.''
 
''Actions that require players to time their actions in relation to a rhythm.''
  

Revision as of 20:08, 11 April 2010

Actions that require players to time their actions in relation to a rhythm.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

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.

Acknowledgments