Difference between revisions of "Tension"

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[[Category:Patterns]]
 
 
[[Category:Aesthetical Patterns]]
 
[[Category:Aesthetical Patterns]]
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[[Category:Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
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[[Category:Patterns created on the Wiki]]
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[[Category:Stub]]
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''The feeling of caring about the outcome of actions or events in a game without having full control over them.''
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=== Examples ===
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== Using the pattern ==
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
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== Relations ==
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=== Can Instantiate ===
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=== Can Modulate ===
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=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
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=== Potentially Conflicting With ===
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== History ==
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A rewrite a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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== References ==
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<references>
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
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</references>

Revision as of 20:14, 11 April 2010

The feeling of caring about the outcome of actions or events in a game without having full control over them.

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 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.