Tension

From gdp3
Revision as of 11:31, 6 March 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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

This pattern is still a stub.

Examples

Using the pattern

Detective Structure

Spectators

Surprises

Traces

Pottering

Clues

Enemies

Agents

Predictable Consequences

Unpredictable Behavior

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 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.