Unlocking

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Revision as of 18:14, 18 October 2011 by Staffan Björk (Talk | contribs) (Relations)

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

This pattern is a still a stub.

See the Gamasutra article Aesthetics of Social Games[1] for more details.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Character Development Abstract Player Construct Development Anticipation Player-Planned Development Grinding Character Levels Achievements Purchasable Game Advantages


Can Instantiate

Sidegrades

with ...

Can Modulate

Levels, Powers, Privileged Abilities, Skills, Vehicles, Weapons

Can Be Instantiated By

Neighbors

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki. However the concept was first described in the Gamasutra article Aesthetics of Social Games[1] by Aki Järvinen.

References

  1. 1.0 1.1 Järvinen, A. (2010). Aesthetics of Social Games.Posted 07/05/10 on Gamasutra.

Acknowledgements

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