Difference between revisions of "Ultra-Powerful Events"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
  
 +
[[Switches]],
  
 
 
[[Predictable Consequences]],
 
[[Quests]],
 
[[Quick Returns]],
 
[[Quick Travel]],
 
[[Scripted Information Sequences]],
 
[[Self-Facilitated Games]],
 
[[Shrinking Game Worlds]],
 
[[Single-Player Games]],
 
[[Spectators]],
 
[[Stimulated Planning]],
 
[[Storytelling]],
 
[[Surprise Attacks]],
 
[[Switches]],
 
[[Time Limits]],
 
[[Traps]],
 
[[Turn Taking]],
 
[[Warp Zones]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Downtime]],  
 
[[Downtime]],  
 
[[Hovering Closures]],  
 
[[Hovering Closures]],  
 +
[[Predictable Consequences]],
 
[[Predetermined Story Structures]],  
 
[[Predetermined Story Structures]],  
 +
[[Spectators]],
 +
[[Stimulated Planning]],
 
[[Strategic Knowledge]],  
 
[[Strategic Knowledge]],  
 +
[[Surprise Attacks]],
 +
[[Time Limits]],
  
 
==== with [[Moveable Tiles]] ====
 
==== with [[Moveable Tiles]] ====
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[[Ghosts]],  
 
[[Ghosts]],  
 
[[Maneuvering]],  
 
[[Maneuvering]],  
 +
[[Quick Travel]],
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Movement]],  
 
[[Movement]],  
 
[[One-Way Travel]],  
 
[[One-Way Travel]],  
 +
[[Quick Returns]],
 +
[[Quick Travel]],
 +
[[Scripted Information Sequences]],
 +
[[Shrinking Game Worlds]],
 +
[[Traps]],
  
 
[[Damage]] together with [[Moveable Tiles]]
 
[[Damage]] together with [[Moveable Tiles]]
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[[Exaggerated Perception of Influence]],
 
[[Exaggerated Perception of Influence]],
 
[[Free Game Element Manipulation]],
 
[[Free Game Element Manipulation]],
 +
[[Self-Facilitated Games]],
  
 
== History ==
 
== History ==

Revision as of 08:23, 28 July 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Left 4 Dead series

Relations

Switches,


Can Instantiate

Companions, Delayed Effects, Downtime, Hovering Closures, Predictable Consequences, Predetermined Story Structures, Spectators, Stimulated Planning, Strategic Knowledge, Surprise Attacks, Time Limits,

with Moveable Tiles

Strategic Knowledge, Rhythm-Based Actions, Timing

Can Modulate

Ability Losses, Freedom of Choice, Game Worlds, Ghosts, Maneuvering, Quick Travel,

Can Be Instantiated By

Alien Space Bats, Character Defining Actions, Controllers, Cutscenes, Dedicated Game Facilitators, Fudged Results, Game Masters, Helplessness, Location-Fixed Abilities, Loyalty, Movement, One-Way Travel, Quick Returns, Quick Travel, Scripted Information Sequences, Shrinking Game Worlds, Traps,

Damage together with Moveable Tiles

Can Be Modulated By

Irreversible Events,

Possible Closure Effects

-

Potentially Conflicting With

Determinable Chance to Succeed, Exaggerated Perception of Influence, Free Game Element Manipulation, Self-Facilitated Games,

History

An updated version of the pattern Ultra-Powerful Events 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.

Acknowledgements

-